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THE OTHER SIDE OF GAME DEVELOPMENT<br />

US $10<br />

#324<br />

APRIL 2012<br />

GAME OF THE YEAR: SKYRIM<br />

1


EDITORIAL CONTRIBUTORS<br />

Heather Mendonca, Andy McNamara, Mr. Toledano, Sean Baron, Mike Stout,<br />

Mike Rose, Leigh Alexander, Paul Tassi, and Gamasutra.com<br />

ART CONTRIBUTORS<br />

Thatgamecompany, Zynga, Nintendo, Konami, Valve Software, EA Games,<br />

Bethesda Game Studio, Niblebit, Chandelier Quentin, Steven Andrew Photography.<br />

SPECIAL THANKS<br />

The makers of Red Bull, Under Eye Concealer, Gamasutra.com, Cloudkid LLC<br />

All submission to start magazine are made on the basis of a licence to publish the submission in start<br />

magazine and its licensed editions worldwide. Any material submitted is sent at the owner’s risk and<br />

although every care is taken, neither Gray Rainbow Press nor its agents shell be liable for loss or<br />

damage. All contents © Gray Rainbow Press 2012. While we make every effort possible to ensure that<br />

everything we print in start is factually correct, we cannot be held responsible if factual errors occur.<br />

Please check any quoted prices and specifications with your supplier before purchase. I’m trying to think<br />

of something funny to put here. But people might not even read this, so who knows.<br />

© Gray Rainbow Press 2012. All rights reserved.<br />

No part of this magazine may be used or reproduced without the written permission of the publisher.<br />

<strong>Start</strong> is the registered trademark of Gray Rainbow Press. All rights reserved.<br />

2 START


video killed<br />

no radio star<br />

APRIL 2012<br />

I often witness first-hand the strange fascination<br />

gamers have with defending a game<br />

or system with zealous enthusiasm— as if it’s<br />

impossible to like both Xbox 360 and the<br />

Playstation 3. It’s easy to admire the passion<br />

and excitement gamers have for the medium,<br />

but at the same time these juvenile arguments<br />

are no better than “my dad is stronger<br />

than your dad.” They are as interesting and<br />

engaging as watching a battery recharge.<br />

I often put a game developers above<br />

such reproach, but as the battle rages between<br />

console, PC, handheld, and games on<br />

social platforms, I get the feeling that developers<br />

themselves are starting to be blinded by<br />

their own beliefs and thoughts on the matter<br />

and are falling into traps about the delivery<br />

system rather than focusing on the ingenuity<br />

and innovation of the games themselves.<br />

Free-to-play companies claim without<br />

hesitation that all games must be free-to-play,<br />

and that games that come with a price tag<br />

simply can’t exist in the future market. Some<br />

industry analysts say no handheld system<br />

can ever survive in a world dominated by<br />

phones. Social platforms and cloud services<br />

claim they will soon make consoles obsolete.<br />

Developers can’t survive with used games.<br />

Piracy is good. Piracy is bad. Digital eats<br />

retail. Nintendo is dying. There is fine in the<br />

streets and cats and dogs are living together.<br />

Some prophecies will come true as<br />

the world continually evolves, but all these<br />

prognostications remind me of the Buggles’<br />

1979 hit “Video killed the Radio Star.” I<br />

love free-to-play games and I love triple-A<br />

blockbusters;why must things be either/or?<br />

Why do people believe that one fish must<br />

always eat the other?<br />

If only free-to-play existed and I had<br />

to deal with the annoying game concepts<br />

designed to milk every dollar one penny at a<br />

time from my wallet, I would literally go insane.<br />

If the gaming world was composed only of the<br />

biggest and loudest blockbusters then video<br />

game gaming would truly be a boring hobby.<br />

Saying there is only one future is shortsighted.<br />

Gamers, game publishers, and developers<br />

should realize there is more than one way to<br />

skin the proverbial cat. Then we can let the<br />

silly arguments fade away and focus on the important<br />

things in life, like how games with<br />

entertain people around the world from now<br />

till the end of time.<br />

Enjoy the issue.


CONTENTS<br />

#324<br />

APRIL 2012<br />

10<br />

15<br />

18<br />

FARES<br />

010 Behind the flOw<br />

A behind the scenes look at thatgamecompany’s<br />

hit game flOw for<br />

browser and Playstation.<br />

015 Katamari Forever<br />

The newest game in the katamari<br />

series has just come out and we<br />

have the scoop!<br />

018 Game Face<br />

Mr. Toledano takes portraits of<br />

people during there epic wins.<br />

4 START


22<br />

36<br />

48<br />

53<br />

THOUGHT<br />

CREATE<br />

SPOTLIGHT<br />

INDUSTRY<br />

022 Cognitive Flow<br />

Ever wonder why<br />

time flys when your<br />

playing a great<br />

game?<br />

026 Understanding<br />

Balance in Games<br />

Know that imbalance<br />

is actually bad.<br />

033 Masuda<br />

on Complexity<br />

& Simplicity<br />

From the mind<br />

behind Pokemon.<br />

036 The Boss Battle<br />

A detailed walk<br />

through on creating<br />

an epic boss battle.<br />

041 Gamification<br />

Dynamics<br />

Which ones work<br />

and which ones<br />

don’t.<br />

045 Building A<br />

Fantasy World<br />

Tim Coman & 38<br />

Studio’s philosophy<br />

toward art direction.<br />

048 Journey<br />

A look into Thatgamecompany’s<br />

newest<br />

masterpiece.<br />

050 Skyrim<br />

Bethesda Game<br />

Studio creates this<br />

year’s biggest game.<br />

053 Angry<br />

Birds Space<br />

What a pleasant<br />

surprise!<br />

054 Zynga’s Evil<br />

Copycat Strategy<br />

A leaked memo justifies<br />

stealing ideas.<br />

058 What’s Happening<br />

To Kids’ Games<br />

How are iPhones,<br />

iPads, and Computers<br />

affecting them?<br />

060 The End of<br />

Used Games<br />

With this be the end?<br />

5


GAME WERE PLAYING...<br />

fez<br />

Xbox 360 Online Arcade<br />

Published by: Polytron<br />

Developed by: Polytron / TrapDoor<br />

Release Date April 13, 2012<br />

MSRP: $10<br />

An innovative platforming game, Fez allows players to manipulate<br />

2D platforming worlds in three dimensions—with a quick tap, you can<br />

spin your flat world around to give you a new perspective and allnew<br />

gameplay area. Find hidden items placed on the opposite side<br />

of solid walls or bring a platform from miles away to right underneath<br />

your feet with just a simple spin of the world. There’s a mutual awe<br />

between people discussing the deep secrets and mystery of Fez.<br />

Curiosity, envy, and excitement dominate conversations about bewildering<br />

thematic patterns, creative solutions to intelligent puzzles,<br />

and unforgettable level design.<br />

6 START


Game’s were dying to play...<br />

I was the first on my block to get the Nintendo 3DS, I was also one of the few people to actually be super pumped about the new<br />

handheld. And I will say that the remake of The Legend of Zelda: Ocarina of Time kept me busy for a while and all of the<br />

awesome AR games that came with it and a few of the other games that came out for it. But that was it only a few games were<br />

really exciting and ready for the launch of the handheld. Maybe it was because Nintendo wanted the get the jump on Sony’s<br />

Vita? But anyway, there finally coming! Well, almost. Titles like Paper Mario, Lugui’s Mansion, and (my personal favorite) Animal<br />

Crossing will hopefully be released sometime this year! I know what I’m asking for Christmas!<br />

Paper Mario 3DS<br />

Release Date: TBA 2012<br />

Not since the Wii first came out some<br />

years ago have we gotten to play Paper<br />

Mario, I’m looking forward to it!<br />

Animal Crossing 3DS<br />

Release Date: TBA 2012<br />

Rumors of your being able to edit the<br />

town and be the top dog sure is exciting.<br />

And you get to swim!<br />

Luigi’s mansion 2<br />

Release Date: TBA 2012<br />

I did not see this coming! The first<br />

Luigi’s Mansion was on Gamecube,<br />

a million years ago! I’m so pumped!<br />

this just in: Western 3DS development slow to start<br />

but catching on says Nintendo president<br />

Nintendo believes Western companies<br />

waited longer than Japanese to support 3DS<br />

because it took them longer to realize the<br />

handheld would be a success in their regions.<br />

While many major publishers in Japan,<br />

such as Capcom and Square Enix, have<br />

released or announced big games for 3DS,<br />

few Western companies have revealed any<br />

big titles for the system. Even on the original<br />

DS, its Japanese hits seem to outnumber the<br />

amount of blockbusters from the West.<br />

“There may appear to be fewer commitments<br />

from the U.S. and the European<br />

software publishers than those of their Japanese<br />

counterparts,” admitted Nintendo CEO<br />

Satoru Iwata during a Q&A session with<br />

investors last week. He argued, “This is due<br />

to the different timing (between Japan and<br />

overseas) when they noticed that the Nintendo<br />

3DS would surely expand widely into<br />

their markets and, thus, the different timing<br />

when they started the actual development of<br />

the Nintendo 3DS software.”<br />

3DS hardware sales didn’t really pick up<br />

until the system’s 30% price cut in August—<br />

and they exploded in Japan during the<br />

holiday as Nintendo rolled out Mario Kart 7,<br />

Super Mario 3D Land, and Capcom shipped<br />

Monster Hunter 3G.<br />

While 3DS hardware has outsold all other<br />

consoles in Japan, it hasn’t had the same<br />

runaway success in the West. Iwata told investors<br />

that the portable’s sales are “far below<br />

the level that it could potentially reach” in the<br />

U.S. Despite 3DS’s challenges in Europe and<br />

North America, Iwata is confident Western<br />

publishers will show their support for the<br />

system soon: “You will ... notice a change<br />

in this situation when a richer Nintendo 3DS<br />

software lineup in the overseas markets is<br />

announced around the time of the E3 show.”<br />

Strong support from Japanese publishers<br />

will continue. “In Japan, we have this solid<br />

feeling that the Japanese publishers will<br />

continuously support the Nintendo 3DS,” he<br />

said. “Accordingly, I have no pessimistic view<br />

on the Nintendo 3DS software lineup.”<br />

7


THOUGHT<br />

Cognitive Flow:<br />

The Psychology of<br />

Great Game Design<br />

BY SEAN BARON<br />

Microsoft Studios user experience researcher Sean Baron<br />

takes a look into the often discussed, but rarely concisely<br />

defined, concept of Flow, and offers a succinct definition<br />

and suggestions for implementing conditions to help<br />

players get into the zone.<br />

Good flow in<br />

game design is the<br />

reason why time<br />

flies when you<br />

play and you just<br />

can’t put it down!<br />

8<br />

START


ou sit down, ready to get<br />

in a few minutes of gaming.<br />

Hours pass and you suddenly<br />

become aware that<br />

you’re making ridiculous<br />

faces and moving like a contortionist while<br />

trying to reach that new high score. You ask<br />

yourself: Where did all the time go that I<br />

had? When did I sprain my ankle?<br />

Maybe you didn’t sprain your ankle, but<br />

if you consider yourself a hard-core gamer,<br />

you’ve probably ended up in similar situations.<br />

They happen because you’ve reached<br />

a critical level of engagement with whatever<br />

game you’re playing.<br />

More often than not, these types of gaming<br />

sessions occur when you’re playing a<br />

great game. If game developers were able to<br />

characterize and add design considerations<br />

that facilitate these engaged states they’d create<br />

more enjoyable and better selling games.<br />

Luckily, these heightened levels of engagement<br />

have been studied by psychologist.<br />

They even have a name for it: Cognitive Flow.<br />

In what follows, I will introduce Flow and<br />

the four characteristics of tasks that promote<br />

it and the concept of flow. For each<br />

characteristic, I will provide some basic<br />

psychological perspectives and relevant<br />

recommendations for game developers.<br />

Introduction<br />

In the 1970s a psychologist named Mihaly<br />

Csikszentmihalyi experimentally evaluated<br />

Flow. He found that a person’s skill<br />

and the difficulty of a task interact to result<br />

in different cognitive and emotional states.<br />

When skill is too low and the task too<br />

hard, people become anxious. Alternatively,<br />

if the task is too easy and skill too high,<br />

people become bored. However, when<br />

skill and difficulty are roughly proportional,<br />

people enter Flow states (see Figure 1 on<br />

the following page).<br />

APRIL 2012<br />

9


While in these states, people experience many things like: Extreme<br />

focus on a task, a sense of active control, merging of action and<br />

awareness, loss of self-awareness, distortion of the experience of time,<br />

the experience of the task being the only necessary justification for<br />

continuing it, all this things make them worth continuing.<br />

Csikszentmihalyi also outlined four characteristics found in tasks that<br />

drive an equilibrium between skill and difficulty, thus increasing the<br />

probability of Flow states. Specifically, these are tasks that: have concrete<br />

goals with manageable rules, demand actions to achieve goals<br />

that fit within the person’s capabilities, have clear and timely feedback<br />

on performance and goal accomplishment, and diminish extraneous<br />

distraction, thus facilitating concentration.<br />

It is these four task characteristics that game developers should<br />

consider and strive for in there games if they want to increase the<br />

likelihood of causing Flow states in gamers playing their games. I<br />

will now go into more detail about each characteristic.<br />

Characteristic 1:<br />

Games should have concrete goals with manageable rules.<br />

“I’m lost. An NPC just told me what I was supposed to do, but I was<br />

distracted by the loot in the middle of the room and the super evil<br />

Giant Spiders coming at me from all directions and all over. It doesn’t<br />

help that I can’t access the NPC anymore, or that all of the rooms<br />

in this dungeon are the same shape and color. Lost. I have no idea<br />

where to go or how I’m supposed to get there. Fifteen minutes pass<br />

before I find the puzzle I need to complete. But now I have no idea<br />

which of the 20 quest items in my inventory I should use to solve it.<br />

After a while, I give up in frustration.”<br />

Flow breaks down when a player doesn’t know what their goals<br />

are, how they’re expected to accomplish them, or which new game<br />

techniques they’re supposed to use to solve a puzzle. When this happens,<br />

gamers disengage and are more likely to stop playing.<br />

Why do people need concrete goals and<br />

manageable rules in games?<br />

We have limits on our information processing and attentional<br />

capabilities. Not all of the information coming from the screen or out<br />

of the speakers gets processed. While we are capable of handling<br />

a lot of visual and auditory information at one time, we do have<br />

limitations. Critical processing restrictions occur when our attention is<br />

divided. This can happen when task-relevant information is presented<br />

too quickly or when multiple sources of stimulation are competing for<br />

our attention. In either case, task performance can drop dramatically.<br />

When this happens, people become anxious about accomplishing<br />

their goals, thus inhibiting Flow.<br />

Another aspect of information processing that can be overlooked<br />

is the congruency between directions and task. People are best able<br />

to understand and apply relevant information to a task when there is<br />

congruency between the task and the information/instructions.<br />

Our ability to problem solve and make decisions is directly affected<br />

by information processing and attentional issues. When there<br />

are breakdowns in information processing, comprehension of task<br />

goals and rules also suffers. If people do not understand the nature of<br />

a problem and what caused the problem, they can become frustrated<br />

attempting to solve it. These peaks in frustration decrease Flow and<br />

also affect problem-solving techniques.<br />

When overwhelmed with too much stimulation, people will often<br />

revert to methods of problem solving that have worked in the past.<br />

These reversions may or may not be what the developers had in mind.<br />

Concrete goals with manageable rules are achievable. The act<br />

10 THOUGHT<br />

START


FIGURE 1<br />

of achieving goals is rewarding and reinforces actions that allow<br />

individuals to continue completing goals. Whether it’s leveling your<br />

character or earning points for head-shots, the very act of accomplishing<br />

something reinforces your desire to keep accomplishing. This<br />

goal-achievement-reward cycle can keep gamers glued to a game<br />

and facilitates Flow states.<br />

FIGURE 3<br />

How can game designers fix problems with goals & rules?<br />

If designers take into account the psychological factors mentioned<br />

above, they can easily address issues with rules and goals.<br />

Everything from the user interface to the play screen should clearly<br />

direct or cue the gamer to their task. Situational cues, HUD information,<br />

NPCs, etc. should make goals plainly comprehensible.<br />

Because divided attention hurts comprehension, goals and directions<br />

should not be given to a player during high-stimulation times<br />

(e.g., while a player is fighting an infestation of the Flood in Halo 2<br />

or fending off Draugr in Skyrim).<br />

Provide important information so that congruency between the<br />

information and the task/goal is achieved. The directional cues used<br />

in Dead Space are a wonderful example of this. By overlaying an illuminating<br />

path to the next objective on the player’s immediate surroundings,<br />

the developers left no ambiguity regarding where to navigate.<br />

Regarding rules, the gamer may be expected to try new variations<br />

of gameplay techniques developed throughout the game. However,<br />

introducing new mechanics mid-level or mid-game may inhibit<br />

Flow. Sometimes this is necessary and leads to increasingly fun and<br />

dynamic game-play (e.g., when Gordon Freeman is first given the<br />

Zero-point energy field manipulator in Half-Life 2).<br />

(above) Flow, boredom, and<br />

anxiety as they relate to task<br />

difficulty and user skill level.<br />

(upper left) Left for Dead<br />

When this happens care should be taken to train the player on new<br />

skills (e.g., when Gordon used the Zero-point energy field manipulator<br />

to play catch with Dog). The completion of small goals (e.g., clearing<br />

a field of boars) links to larger goals (e.g., getting enough XP to<br />

level up), which in turn link to even larger goals (e.g., getting access<br />

to level-specific gear). This linkage creates a series of rewarding<br />

experiences that can hook gamers to a game and create the goalachievement-reward<br />

cycle. If players are readily able to accomplish<br />

goals, they are more likely to continue playing. Though, as previously<br />

mentioned, there must be a balance between the player’s skill and<br />

the difficulty of task, it is very important.<br />

11


Characteristic 2:<br />

Games should only demand actions that fit within<br />

a player’s capabilities.<br />

“I know I’m supposed to swipe in the opposite direction of the Fiend’s<br />

attack. This should parry his attack, opening him up for my own<br />

counter. But I just can’t do it. Whether it is lack of reflexes, or the fact<br />

that I just started playing the game, or even that I just suck at this, I’m<br />

hopelessly inept. I’m also seriously frustrated.”<br />

Understanding the limits of player ability and cultivating player skill<br />

is of critical importance. If players are unable to accomplish goals—<br />

even if goals and rules are clear—then they will find their gaming<br />

experience dissatisfying.<br />

Why should games only demand actions that fit within<br />

a player’s capabilities?<br />

Even beyond the obvious answer—“Because players will stop playing!”—there<br />

exist many psychologically based considerations worth<br />

enumerating. Here are a couple of them:<br />

Stress and performance affect Flow. If a player isn’t skilled or capable<br />

enough to accomplish game-based goals, they may experience<br />

stress-provoking drops in performance. This kills Flow states and drives<br />

down the overall enjoyment of the gaming experience. Goal difficulty<br />

and player perseverance. As goals become increasingly difficult to<br />

accomplish (in relation to player skill), commitment to accomplishing<br />

these goals diminishes. If this happens, a gamer will stop playing.<br />

How can game designers fix problems related to skill<br />

& difficulty?<br />

Each gamer has a unique performance-stress curve (see Figure 2).<br />

This means that for some people +7 stress (an arbitrary value) causes<br />

them to operate at their highest level of performance, but for a different<br />

person +7 stress results in them failing spectacularly.<br />

This also means that coarse gradations of game difficulty (e.g.,<br />

Easy, Normal, Hard) may not lead to an optimal experience for many<br />

gamers. Game developers could include AI that are able to dynamically<br />

adjust the in-game conditions affecting difficulty, thus positively<br />

affecting player performance (e.g., AI Director in the Left4Dead series).<br />

One critical consideration for such an AI is the relationship<br />

between performance and enjoyment. Some players may perform<br />

extremely well when dynamic difficulty is increased; however, they<br />

may not enjoy being under such high levels of challenge. In this case,<br />

they may feel anxiety (e.g., Fig. 1). Game developers could identify<br />

this by marking players who have high performance and high quitrates<br />

(i.e. the player quits in response to changes in difficulty, but their<br />

performance remains steady).<br />

Another consideration is how these AI handle difficulty for multiplayer<br />

teams (e.g., four players in a Left4Dead 2 campaign). In these<br />

cases it is important to recognize that dynamic changes to difficulty<br />

may affect players of varying ability in different ways. Thus, it is<br />

crucial to determine how to optimally change difficulty without ruining<br />

the game for very good or very bad players on the same team.<br />

Certain game-specific skills must be slowly taught to players. If a<br />

game does not leverage skills commonly used in gaming (e.g., typical<br />

FPS controls and aiming), players must be gradually taught the new<br />

game-specific skills.<br />

Characteristic 3:<br />

Games should give clear and timely feedback<br />

on player performance.<br />

“I did that right, right? Is the axe I just made actually in my inventory? Is<br />

this action adding to my enchantment abilities?”<br />

Whether the feedback is in the form of sound coming off of a<br />

virtual golf club, the omnipresent experience bar in an RPG, or the<br />

flash of red simulated blood in the vision of a FPS avatar, players need<br />

to know how they’re doing.<br />

Why do gamers need timely feedback?<br />

Our innate learning and conditioning mechanisms. Feedback that<br />

occurs directly after (200 to 400 milliseconds) or midway through the<br />

12 THOUGHT<br />

START


completion of an action leads to the formation of the strongest associations<br />

between action and outcome. Interestingly, simultaneous timing<br />

of feedback with the onset of an action does a poor job of facilitating<br />

associations. (See Figure 3, on the right).<br />

Back to goals... For medium and long-term goals (completing a<br />

level, or the game) feedback on progress can drive further engagement<br />

and eventual accomplishment. This means that players who get<br />

feedback will want to play more.<br />

FIGURE 3<br />

Examples of good (A and B) and bad (C) timing<br />

between player action and game feedback.<br />

How can game designers address feedback concerns?<br />

If designers want to create lasting connections between a gamer’s<br />

actions and the outcomes within the game, they must be sensitive to<br />

the timing issues mentioned above (and in Figure 3).<br />

If there is a critical disconnect between an action and an outcome<br />

the gamer will fail to understand how their action affected their ingame<br />

performance. Establish mechanisms and displays of both longterm<br />

and short-term goal accomplishment early on, and then maintain<br />

these throughout the game.<br />

Characteristic 4:<br />

Games should remove any extraneous information<br />

that inhibits concentration.<br />

“These animated spell and item icons across the bottom and top of my<br />

screen sure look cool! See the particle effects on my Ice Storm spell...<br />

Wait—is someone attacking me?”<br />

As sensory and informational clutter increases, the gamer’s ability<br />

to find and evaluate important stimuli diminishes greatly. This means<br />

that designers should strive to maintain a level of simplicity across all<br />

aspects of their games (from UI to HUDs).<br />

Why do gamers need extra information to be removed?<br />

Again, there are inherent limitations on how much information we<br />

can parse at any moment: As detailed in the discussion about the first<br />

characteristics of tasks that invoke Flow, we are limited in how much<br />

information we can process. Cluttered visual fields disrupt information<br />

processing. These disruptions can then negatively affect goal comprehension<br />

and rule learning, which ultimately affects Flow.<br />

How can game designers address extraneous information? HUDs<br />

and in-game menus should be as simple as possible (e.g., Dead<br />

Space or Fallout).<br />

APRIL 2012<br />

13


Game skills or options should only be included if they are relevant<br />

to the story of the game or are purposefully being used by the developer<br />

to push artistic and technical boundaries.<br />

Conclusion<br />

Tasks that induce Flow states tend to have concrete goals with<br />

manageable rules, goals that fit player capabilities, clear and timely<br />

feedback on performance, and are good at eliminating distractions.<br />

If game developers are able to include design considerations that take<br />

these characteristics into account they will drastically improve player<br />

engagement (and likely game sales).<br />

The example design considerations that I provided for each<br />

characteristic are just that: examples. The same can be said for the<br />

psychologically-based rationales I provided. Depending on the type<br />

of game a developer is making, and whether it is high- or low-concept,<br />

different ways of addressing these characteristics are eminently<br />

possible -- just as there are many more psychological factors driving<br />

how each characteristic contributes to Flow.<br />

It’s also worth noting that, for the most part, good game designers<br />

and good game companies are already explicitly (or implicitly) taking<br />

these Flow characteristics into account.<br />

In the end, I only hope to provide developers and designers with<br />

some food for thought on improving player engagement. It is up to<br />

those involved in creating games to decide how best to apply this<br />

information given here.<br />

14 THOUGHT<br />

START


THE SCIENCE<br />

AT WORK...<br />

flOw is an indie video game created<br />

by thatgamecompany. Originally<br />

released as a free Flash game in ‘06,<br />

it was reworked into a ‘07 PlayStation<br />

3 game. In flOw, the player navigates<br />

a series of two-dimensional planes with<br />

an aquatic microorganism that evolves<br />

by consuming other microorganisms.<br />

The game’s design is based on Chen’s<br />

research into dynamic difficulty adjustment<br />

at the University of Southern<br />

California’s Interactive Media Division,<br />

and on psychologist Mihaly Csikszentmihalyi’s<br />

theoretical concept of mental<br />

immersion or flow. The game takes into<br />

consideration all of Mihaly’s studies of<br />

cognitive flow.<br />

Make sure<br />

you have a<br />

few hours set<br />

aside before<br />

playing, this<br />

is scientifically<br />

proven to be<br />

addicting!<br />

15


CREATE<br />

The final battle<br />

between Link and<br />

Gannon in The<br />

Legend of Zelda:<br />

Ocarina of Time for<br />

N64, Wii ware and<br />

the 3DS.<br />

16 START


THE BOSS<br />

BATTLE<br />

BY MIKE STOUT<br />

In his latest design feature, Activision and former Insomniac<br />

designer Mike Stout breaks down the boss battle into eight<br />

different beats, and runs two notable ones—The Legend of<br />

Zelda: Ocarina of Time’s Ganon &Portal’s GladOS—through<br />

a thorough analysis to illuminate their designs.<br />

he boss battle is one of the<br />

oldest and most beloved<br />

traditions in video games.<br />

Everyone has fond memories<br />

of their favorites.<br />

According to Wikipedia, the first boss battle<br />

ever featured in a game was the Gold<br />

Dragon in the 1975 RPG and the practice<br />

has been going strong ever since. Coming<br />

up as a designer in this industry, some of my<br />

most difficult (but also most interesting) challenges<br />

have been boss battle designs.<br />

Each time I was assigned one I felt a mixture<br />

of excitement and dread. Sure, they’re<br />

cool, but where do you start?<br />

Hard-Learned Lessons<br />

The first boss battle I ever designed was the<br />

“Terror of Talos” fight for Ratchet and Clank:<br />

Going Commando. Still a junior designer, I<br />

agonized over that design for weeks. I poked<br />

and prodded, I added features, and by the<br />

time I was done with it I was sure I had the<br />

coolest boss battle ever! It was a six-armed<br />

Godzilla-esque monster with a robot standing<br />

on its head. It stormed around a giant movieset<br />

version of a large metropolis, destroying<br />

everything it came across. It could fly, walk,<br />

breathe fire and shoot missiles and… well<br />

pretty much everything. I was so proud of it.<br />

And it was bad. Not just bad, in fact,<br />

it was it awful! Oh sure, the final product<br />

turned out very well—thanks primarily to my<br />

talented, patient colleagues—but that first<br />

rough-draft design was an absolute disaster.<br />

The idea was cool, but I didn’t really think<br />

through the gameplay behind it. Since then,<br />

I’ve designed a ton of boss battles, and with<br />

each one I’ve learned new tips and tricks that<br />

have made each go much more smoother.<br />

APRIL 2012<br />

17


M O R T O N K O O PA J R .<br />

Intro to Boss Battles<br />

One of the first questions I like to ask myself when beginning a design is this: “What are my<br />

goals?” I try to make it clear to myself what my design needs to accomplish so that every<br />

decision I make can hearken back to my goals. For boss battles, my goals are like this:<br />

InTEnSITY<br />

The boss should feel<br />

like a reward<br />

A boss battle is a<br />

reward from the<br />

game designer to the<br />

player. The player<br />

gets to take a break<br />

and do something<br />

new! Boss battles<br />

tend to be intense<br />

and feel “larger than<br />

life.” Players look<br />

forward to boss<br />

battles, and getting<br />

to them feels good.<br />

LARRY KOOPA<br />

Bosses should feel<br />

like milestones<br />

Like chapters in a<br />

book, players reach<br />

a goal when they<br />

reach a boss battle.<br />

The anticipation<br />

leading up to a boss<br />

battle and the feeling<br />

of having attained a<br />

goal when the boss<br />

is defeated provides<br />

story and some<br />

emotional milestones<br />

for a player.<br />

WENDY O. KOOPA<br />

I GGY KOOPA<br />

Fighting the boss,<br />

the player can<br />

show his mastery<br />

of the game<br />

A boss battle is a<br />

good place for the<br />

player to demonstrate<br />

the skills he<br />

has learned so<br />

far by playing the<br />

game. In that sense<br />

a boss battle is<br />

like a test.<br />

ROY KOOPA<br />

L EMMY KOOPA<br />

Boss fights can<br />

help build &<br />

release tension in<br />

a satisfying way<br />

It’s important for the<br />

designer to build &<br />

release tension and<br />

difficulty. The idea<br />

that a boss battle is<br />

coming is the time<br />

to build intensity over<br />

the course of levels.<br />

Closer the fight, the<br />

more the anticipation<br />

grows. (See chart<br />

below)<br />

LUDWIG VON<br />

KOOPA<br />

bOSS PACInG<br />

BOWSER<br />

A Boss,<br />

in a Nutshell<br />

When designing a boss, I try to<br />

keep all of this in mind, but that’s a<br />

lot to remember! Because I like to<br />

keep things simple for myself, I like<br />

to boil all that information down to<br />

two points:<br />

1. A boss is a test.<br />

The player can demonstrate mastery<br />

of the skills he has learned so far.<br />

Like a test at the end of a semester in<br />

school, a boss represents a goal—<br />

an important milestone for the player<br />

to pass. And passing the milestone<br />

needs to feel rewarding.<br />

2. A boss is a story.<br />

In addition to being a goal, a boss<br />

battle itself contains a number of<br />

smaller goals and milestones, like a<br />

traditional narrative. A boss battle<br />

is structured to provide a similar to<br />

traditional storytelling. By knowing<br />

the archetypical “story structure” of<br />

a boss battle, and why each beat is<br />

important, you can use the beats to<br />

create a memorable boss fight.<br />

TIME<br />

18 CREATE<br />

START


A good boss battle is one that gives you this kind of face. You know the face. A boss<br />

battle that is designed well and is effective at being an instense boss battle should<br />

draw the player into the game.<br />

A Boss is a Test<br />

As I mentioned below, one of a boss battle’s primary duties is to test players on the skills<br />

they’ve learned, and to allow them to demonstrate mastery of those skills. It’s the designer’s responsibility<br />

to administer this test, but figuring out how to do that can be overwhelming at first.<br />

1. Make a list of the skills you want to<br />

test the player on<br />

At a minimum, all the basic controls of your<br />

game should be on this list—but often you’ll<br />

want to test the player on something specific.<br />

In the Legend of Zelda games, the player<br />

will often obtain a weapon during the course<br />

of a level. During that level, he will be taught<br />

how to use the weapon and use it again and<br />

again. When the level is over, the boss at the<br />

end tests him on the use of that weapon.<br />

2. Make a list of attacks or challenges<br />

that will test that skill<br />

The next step is to brainstorm and make a list<br />

of attacks that will test those skills.<br />

It’s important to brainstorm these attacks<br />

independently from any preconceived notions<br />

of what the boss can do, or what he is. Think<br />

instead only of what the best attacks are that<br />

can test the skills you want to test. By keeping<br />

this step separate from the next, you can<br />

avoid limiting yourself based on your boss’<br />

appearance or theme. Once we know what<br />

the attacks are at their basic level, we can<br />

them appropriately in the next step.<br />

3. Decide how to theme the attacks<br />

you brainstormed<br />

Figure out how to theme the boss attacks so<br />

that they’re appropriate for the boss character<br />

you’re using and that the player is fighting.<br />

4. Decide how the boss defends himself<br />

A weakness in many boss battle designs is<br />

that the players damage the boss repeatedly.<br />

When the player can do that, the battle begins<br />

to feel dull and unsatisfying. You need to<br />

design the boss with defensive capabilities<br />

that will serve as a test.<br />

19


A Boss is a Story<br />

As I mentioned earlier, boss battles tend to<br />

be structured based on a series of “story”<br />

beats. I’ve identified eight beats that I like<br />

to use when designing boss fights. Below,<br />

I’ve stated the nickname I use for each beat,<br />

how it works, why it’s a good thing to do,<br />

and then cited two examples of each.<br />

Beat 1: Build-Up<br />

This beat happens before the player even<br />

gets into the fight. Just like with pay-per-view<br />

wrestling, or MMA fights, a boss fight needs<br />

to be promoted. The player needs to be<br />

informed how awesome, dangerous, vile,<br />

etc the boss is through cutscenes, dialog,<br />

or any number of other methods. The player<br />

also needs to be trained on the skills he’ll<br />

need to beat the boss.<br />

Why is it a good idea? A boss fight<br />

is a test of the player’s skills. It is, therefore,<br />

important to train your players on how to<br />

fight the boss. Most often, this is done<br />

during the build-up to the fight.<br />

1A The Legend of Zelda: Ocarina of Time<br />

Ocarina of Time has a number of great<br />

examples of the “Build-Up” beat. Ganon<br />

(the evil wizard behind everything bad in<br />

the game) makes a number of appearances<br />

in cutscenes, kidnaps princess Zelda, and<br />

otherwise makes a nuisance out of himself<br />

for most of the game.<br />

My very favorite instance of this beat<br />

is the “Phantom Ganon” boss battle. The<br />

designers of this game are so hardcore that<br />

they created another boss battle just to train<br />

you on how to eventually defeat Ganon at<br />

the end of the game.<br />

Beat 2: Intro / Reveal<br />

At the beginning of the boss fight, the boss<br />

needs to do something to introduce himself<br />

with a big BANG.<br />

In many games a boss will rear back,<br />

let out a huge roar, and blow something up.<br />

It’s a gaming cliché, but it gets the player’s<br />

attention, that’s for sure. This beat is a good<br />

idea no matter what you decide to do.<br />

Why is it a good idea? It’s important to<br />

sell the player on how awesome, quirky, or<br />

otherwise interesting the boss is. Following<br />

this simple step greatly increases the player’s<br />

sense of tension and anticipation, and thus<br />

the game’s intensity. At this point you’re still<br />

trying to promote the boss—you want the<br />

player to desire nothing more than to take<br />

him down and win.<br />

2A The Legend of Zelda: Ocarina of Time<br />

The player finally encounters Ganon face to<br />

face. Ganon casts a horrible spell at him,<br />

rises into the air and cackles maniacally.<br />

The words “Great King of Evil: Ganondorf”<br />

appear on the screen below him. This is an<br />

extremely memorible moment for any player.<br />

Ever since I first played this game, the part<br />

where the Boss’s name appears never fails<br />

to give me goose bumps! Out of all the<br />

games I’ve played, this is awesome.<br />

2A<br />

1A<br />

20 CREATE<br />

START


Beat 3: “Business as Usual”<br />

“Business as Usual” is when the boss gets to<br />

use the most basic attacks you created in the<br />

attack design phase earlier. During this phase<br />

the player can get used to the pattern and<br />

understand how the boss can be defeated.<br />

Why is it a good idea? “Business as<br />

Usual” sets an intensity baseline for the boss<br />

fight. The player knows that from this point<br />

on, there’s nowhere to go but up! Further,<br />

if you absolutely need to teach your player<br />

something new, this is the phase to do it.<br />

3A The Legend of Zelda: Ocarina of Time<br />

As he learned during the “Phantom Ganon”<br />

boss fight I described in Beat 1, the player<br />

must use his sword to return Ganon’s yellow<br />

energy attacks and then fire an arrow at<br />

him while he’s stunned in order to beat him<br />

for that round. Even though this kind of boss<br />

battle happens in many games, it is a good<br />

and classic type of battle.<br />

3B Portal (2007) The player has to take<br />

GladOS’ personality core and throw it into<br />

the incinerator, just like he was trained to do<br />

with the Companion Cube.<br />

During this whole episode, the player is<br />

under no threat of damage or death. This<br />

was a wise decision on the part of the<br />

designers. Though they’ve used the incinerator<br />

before, the player has never thrown a<br />

personality core into one of these before,<br />

so they are technically learning something<br />

new. Which is a good thing, like what we<br />

discussed earlyer in this article. It’s important<br />

for a player to have a chance to learn what<br />

they are suppost to do in each challenge<br />

that comes to them.<br />

Beat 4: Escalation<br />

During this beat, the boss will introduce new<br />

attacks and complications. The difficulty,<br />

intensity, and drama begin to rise here.<br />

Choose a few more attacks from the list you<br />

made during the attack design prep-work<br />

you did earlier—now’s the time to use them!<br />

In addition to “ramping up” difficulty over<br />

the course of a boss fight, introducing new<br />

attacks or complications during this beat helps<br />

with the battle’s pacing. As crazy as it gets<br />

during this beat, the player knows it will only<br />

get crazier, and that anticipation will drive<br />

him forward with fervor.<br />

4A The Legend of Zelda: Ocarina of Time<br />

Ganon gains two extra attacks during this<br />

phase: 1. He can slam down into the floor,<br />

which causes the blocks that the player is<br />

standing on to fall down into the abyss, and<br />

2. He can fire five yellow energy bolts at the<br />

player simultaneously.<br />

The first tests the player’s basic movement<br />

abilities (he needs to move to a safe place<br />

before the ground falls away beneath him).<br />

Gives the player a choice between executing<br />

a dodge-roll to avoid the bolts and attempting<br />

to return them, which is very difficult.<br />

4B Portal After the player throws GladOS’<br />

personality core into the incinerator, she goes<br />

even crazier. First, she begins to flood the<br />

area with nerve toxin (which gives the player<br />

only six minutes to defeat her). Then she<br />

deploys a missile launcher robot. The player<br />

needs to employ the training he received and<br />

use the missile robot against GladOS.<br />

3A<br />

A Brief Spoiler<br />

4AWarning!<br />

For the rest of the article, I’m going<br />

to draw examples from two of my<br />

favorite boss fights: Ganon from The<br />

Legend of Zelda: Ocarina of Time<br />

and GladOS from Portal. I am going<br />

to spoil these fights pretty thoroughly.<br />

Proceed to the next page with caution<br />

to avoid spoilers.<br />

3B<br />

21


Beat 5: Midpoint<br />

The midpoint is the “emotional turning point”<br />

of the fight. During this beat, the boss<br />

simultaneously raises the stakes significantly<br />

and gives the player a momentary break<br />

in the action. Ideally, this beat will leave<br />

the player screaming for the boss’ defeat<br />

or questioning whether the boss can be<br />

defeated at all.<br />

This beat usually takes the form of<br />

a false victory or defeat, or transformation<br />

and this beat often involves a “death”<br />

of some kind.<br />

5A The Legend of Zelda: Ocarina of Time<br />

This is a huge one for the Ganon boss<br />

fight. The player defeats Ganon, his “death”<br />

seems to cause his castle to collapse!<br />

When he finally arrives at the ground,<br />

the castle finally collapses entirely, leaving<br />

nothing but rubble. There is a short pause<br />

where the player is allowed to take a breath,<br />

and then Ganon erupts from the rubble! Not<br />

only is he still alive, but as he transforms<br />

into a giant monster it’s apparent he’s more<br />

powerful than ever!<br />

Beat 6: It’s ON!<br />

During this beat, the boss has access to<br />

the full range of his attacks. The battle is as<br />

intense as it is going to get, and the player is<br />

motivated and ready to go. In some ways this<br />

is the easiest beat of the boss battle, since<br />

you just let the boss go wild.<br />

6A The Legend of Zelda: Ocarina of Time<br />

To defeat Ganon in his big monster form, the<br />

player needs to shoot Ganon in the head<br />

with his arrows. Then the player can dodge<br />

around behind him and attack the weak<br />

spot on his tail, which is a super thrill.<br />

The player is being tested on his attacking<br />

(both with his primary and alternate attacks),<br />

dodging, bow and arrow shooting, identification<br />

of weak spots, and basic movement—but<br />

under a lot more pressure. Those swords that<br />

Ganon is wielding HURT!<br />

6A<br />

Beat 7: “Kill” Sequence<br />

During this beat, you must show the enemy<br />

on the ropes. The boss has been struck down!<br />

The player gets a moment to bask in his<br />

achievements—in his mastery over the game<br />

and the skills he’s learned. The boss doesn’t<br />

need to actually die during this sequence, but<br />

he should be shown as defeated (down on<br />

one knee, breathing heavily, complementing<br />

the player, etc.) If the boss does die, then<br />

make sure he dies spectacularly. Make it<br />

worth the player’s while.<br />

You want to mark the boss’ defeat (which<br />

we know is an important pacing milestone)<br />

with a good feeling. This is especially important<br />

if the boss is supposed to escape after<br />

this beat to be fought again later. If he just<br />

runs away before this beat has run its course,<br />

the player might feel robbed.<br />

22 START


7A The Legend of Zelda: Ocarina of Time<br />

The player thrusts his sword into Ganon’s<br />

face. Zelda and all the NPCs you’ve rescued<br />

band together and cast a spell to bind<br />

Ganon into a prison forever. Ganon falls<br />

into the prison screaming for revenge, but<br />

it’s all over for him.<br />

7B Portal After throwing GladOS’ last<br />

personality core into the incinerator, she<br />

explodes in a spectacular fireworks show<br />

and is pulled out through the roof. Even<br />

though the ending eventually makes it clear<br />

she survives the explosion, the grandness<br />

of her “kill” sequence makes it worthwhile.<br />

Beat 8: Victory Sequence<br />

While the “Kill Sequence” beat was explicitly<br />

for rubbing salt in the boss’ wounds, this<br />

beat is explicitly about rewarding the player<br />

for beating the boss. This can come in many<br />

forms, from congratulatory cutscenes to heart<br />

containers to achievements to literal victory<br />

celebrations. No matter what you do for<br />

the player, as long as it is rewarding for the<br />

player you’ve done your job.<br />

The player won, and this is his chance to<br />

feel awesome for a moment. By embracing<br />

this beat, you solidify the emotional milestone<br />

and allow the tension and anticipation you’ve<br />

built up to release, which is a good thing.<br />

7A<br />

7B<br />

Boss battles<br />

in video<br />

games drive<br />

the player<br />

to beat the<br />

game. And<br />

gives them<br />

something to<br />

brag about!<br />

Might as well<br />

make it hard<br />

for them<br />

to beat!<br />

APRIL 2012<br />

23


spotlight<br />

24 START


Journey's rare and magical success<br />

BY Leigh Alexander<br />

or years, thatgamecompany has been driving at a<br />

vision through its unique, often meditative and quietly<br />

thoughtful works: To create an emotion in players.<br />

Games like flOw and Flower faced the interesting<br />

design challenge of providing players engaging<br />

gameplay in spaces where the experience was more important<br />

than the idea of task or objective. Journey, soon to be released on the<br />

PlayStation Network, is the finest achievement yet of the visionary<br />

studio—a game where the objective and the emotion are stitched into<br />

the same cloth. It is truley a work of art.<br />

Journey opens in a vast, rippling desert dotted with mysterious<br />

gravestones. In an endless sea of sand, the player intuits that the next<br />

object in the distance—a cluster of small, faceless monuments that<br />

strongly suggest graves—must be the goal.<br />

APRIL 2012<br />

25


The character, a gracefully stylized and genderless figure draped in sense of loss and loneliness that might make players long to seek one<br />

paprika robes, glides fluidly over the rippling desert until a mountain, another out and collaborate, even in a silent world where interaction<br />

cleft with a beacon of light, appears far in the distance. With no is limited to musical “shouts.”<br />

sound and no word, no clue but the elegant expanse, you know<br />

“Looking two people in a desert, I already [experience] a feeling<br />

what you need to do: Make the journey.<br />

of longing,” says Chen. “But if eventually [players have] to go to the<br />

The desert land is populated by shreds of windswept fabric and mountains, then a different terrain would happen.”<br />

glowing signals that bestow the ability to glide, swathed in a magical Thus one of the game’s most fascinating achievements becomes<br />

scarf that grows longer with each discovery.<br />

the subtle transformation of desert land into so many visually distinct<br />

All of TGC’s games are aesthetically lovely in their own way; and often stunning arenas, using only color, light and the shapes of<br />

many players found a kind of zen in flOw’s simple palette of glowing the crimson fabric that populates the world. “We’re a very small<br />

silver organisms in fluid blue, or in Flower’s breezy landscapes dotted team, so if we spend all this time on the sand, we have to apply it<br />

with chiming blossoms. Journey is an entirely new level of beauty, to the rest of the game,” notes Chen.<br />

the kind of awe-inspiring that makes you sigh.<br />

It’s pragmatic minimalism; if players don’t know what they are<br />

The sandscape evolves subtly as you explore on your way<br />

meant to do within the game, the direction is in the title itself. And<br />

to the mysterious, distant goal; sometimes the<br />

although the game is sparse at best in terms<br />

phosphorescence of a cavern gives it a distinct<br />

subterranean feel, and other times, radiant<br />

sunsets and the stark shadows of stony ruins<br />

make it gleam like fire.<br />

“It’s a choice, and also basically a forced<br />

choice, because of constraint,” TGC cofounder<br />

Jenova Chen tells us. What’s most fascinating<br />

about the studio is that although its work can<br />

feel sentimental, even esoteric to those skeptical<br />

about the power of emotion and storytelling<br />

“We see emotion<br />

as nutrition, &<br />

a healthy human<br />

should have a<br />

wide variety”<br />

of direction and instruction, the process of<br />

really learning the world and experimenting<br />

is naturally intuitive.<br />

“We see emotion as nutrition, and a<br />

healthy human should have a wide variety,”<br />

reflects Chen. He says Journey is something<br />

of a response to an age in which pursuit of<br />

accessibility has meant that any information<br />

is Google-able, hints abound, and goals<br />

and sub-objectives are stamped with flashing<br />

in games, it makes all of its decisions based on very practical, even beacons. “The problem with entertainment at large today is that I<br />

traditional game design considerations.<br />

think there’s a lack of wonder,” he adds.<br />

The decision to set the game in the chameleonic desert ultimately But Santiago says accessibility is still a key goal of the studio,<br />

came down to Journey’s primary directive: To create an online game hence Journey’s simplicity, its cues from theme park design, and the<br />

where people could share the experience with one another. Although fact it’s nearly impossible for players to feel actually lost. Most key to<br />

players can experience Journey effectively totally alone, ultimately the the experience of this game, however, is its universally-relatable narrative<br />

of a pilgrimage through the unknown, where power and pleasure<br />

studio hopes that the multiplayer experience will be truly meaningful.<br />

It’s the great age of connectivity, yet most online games are more can be gained and then lost, and the hero is tempered by adversity.<br />

like team sports, and TGC was intrigued by the idea of an online<br />

It’s the universal archetype of Joseph Campbell’s Hero’s Journey, or<br />

game that was not a traditional empowerment fantasy, that wasn’t monomyth, which is essentially based on the concept of a protagonist<br />

about players using weapons. That singular goal drove all of the leaving home to endure challenge and return with a new power. As<br />

game’s design decisions; the smooth backdrop of a desert would Chen explains: “It’s a narrative structure found among all of these<br />

make it easier for players to focus on their fellows, rather than to mythical or religious stories and folktales whether in Eastern or Western<br />

culture... the Hero’s Journey is a common film script concept.”<br />

become distracted by a visually-busy environment.<br />

What the team wanted most was to create the sense of awe that “I thought, we know we want to make a game that makes two<br />

comes with adventuring toward the unknown and to enhance the people connect... in a big company people like to do these trust<br />

26 spotlight<br />

START


exercises, send people out to do physical, dangerous activities and<br />

afterward, people will have a bond,” Chen says. “But I felt, if it’s<br />

just a difficult situation, the emotion wouldn’t really reach a high<br />

moment. So we were thinking what if we actually put two players<br />

going through the entire hero’s journey arc?”<br />

“The hero’s journey essentially is a narrative structure of any life<br />

transformation,” says Chen. “[Journey] is very much a classic parable<br />

of life... that was totally intentional.”<br />

That sentiment is clear in Journey’s narrative, the spectrum of emotions<br />

involved in personal evolution enforced by the unexplained game<br />

world and its gold-lit artifacts and mysterious relics, open to puzzle<br />

and interpret. But might the climate that birthed what Chen sees as a<br />

teenage empowerment fantasy also make a non-traditional game like<br />

Journey hard for modern gamers to understand and relate to?<br />

“Our hope was, like making a Pixar movie, it needs to be magical,<br />

imaginative and fun for the younger generation, but it needs to<br />

have some relevance, some deeper meaning for the adults,” he says.<br />

“When we approached this game we were working to two particular<br />

extremes... for the mature adults about the meaning of life, and then<br />

for the younger generation we wanted to make it like a very magical<br />

work that is exciting and filled with adventure.<br />

“I think a lot of players will stop a game [when they wonder] what<br />

they are supposed to do, but hopefully they will start to journey into<br />

the adventure and get carried on by the feeling,” Chen adds.<br />

On the inevitable discussions about “what it all means”, Santiago<br />

is positive: “Hopefully, if they are asking those questions, then shortly<br />

after, the answer can be, ‘I don’t know, but that’s okay.’ We definitely<br />

had moments where we wanted to tell the story, but also to leave it<br />

open for interpretation for different types of people,” she says.<br />

In the three years from idea genesis to launching Journey, Chen<br />

and Santiago say they experienced their own version of the Hero’s<br />

Journey through the game’s often-challenging development. “I feel<br />

proud,” Santiago says of the long-awaited launch, “because I remember<br />

through the last three years, all of the questions and the doubt and<br />

the fears that we had about making this game... it’s really scary to<br />

make a game that is different, and I really think Journey as an experience<br />

puts a lot of faith into its players, that the players are going to<br />

determine their own experience.”<br />

“I’m just glad we pulled through, to present Journey as it is today,<br />

which I think is a very pure expression... it’s the most I’ve ever hoped<br />

for, because we get to find out how people feel about it,” she adds.<br />

In that regard, thatgamecompany sees its games as experiment—<br />

not in that they are unsure or unplanned, but in that the studio creates<br />

without necessarily knowing how players will react or receive its<br />

work, whether its ideas will be affirmed or whether the team will be<br />

surprised, and in what ways.<br />

But Journey must be viewed as an inarguable success. It’s a<br />

symphony of the very emotions its creators intended, it’s a shining example<br />

of innovating and creating beauty within design constraint, and<br />

it’s that rare breed of game storytelling that strikes the ideal balance<br />

between guiding you and allowing you to discover your own story.<br />

Thatgamecompany has constantly<br />

fought to push the idea that video<br />

games are a form of art. For those<br />

of you don’t think video games can<br />

be a true artform you have to check<br />

out this game, it will change your<br />

mind for sure. What do you think!<br />

APRIL 2012<br />

27


industry<br />

Leaked Zynga Memo Justifies<br />

Copycat Strategy<br />

BY Paul Tassi<br />

or years now, social<br />

games giant Zynga has<br />

taken a lot of heat for<br />

copying its competitors’<br />

popular titles and releasing<br />

almost identical games under their own<br />

brand. What drew the most ire recently was<br />

the release of Zynga’s Dream Heights, a<br />

clone of Nimblebit’s Tiny Tower, which also<br />

happened to be last year’s iPhone Game of<br />

the Year. The company released a sarcastic<br />

congratulatory message, with side-by-side<br />

images showing just how insanely similar<br />

the two games were.<br />

I picked up the story, as did countless<br />

other news outlets, and though normally<br />

Zynga pays no mind to such accusations, as<br />

it’s almost their entire business model, CEO<br />

Mark Pincus wrote an internal memo that<br />

has now been leaked to the web. Pincus<br />

once famously said “I don’t f***ing want<br />

innovation. “You’re not smarter than your<br />

competitor. Just copy what they do and do<br />

it until you get their numbers.” This memo<br />

isn’t quite as brazen, but echoes a similar<br />

sentiment. Read the full text here:<br />

“Everyone, there’s press today about one<br />

of our mobile games, Dream Heights, that<br />

just launched. As Zynga grows by further<br />

innovating on best of breed social mechanics,<br />

we should expect the industry to sit up erated the game industry, its 30 year body<br />

and take notice of our growing portfolio. I’m of work has inspired us too.<br />

proud of the mobile team’s hard work and And, this has always been the case for<br />

the industry has taken notice.<br />

the company and the rest of the industry.<br />

Google didn’t create the first search Zynga Poker, FarmVille, CityVille and Words<br />

engine. Apple didn’t create the first mp3 with Friends, none of these games were the<br />

player or tablet. And, Facebook didn’t first to market in their category but we made<br />

create the first social network. But these them the most fun and social, and the most<br />

companies have evolved products and popular. Our teams continue to improve<br />

categories in revolutionary ways.<br />

these games every week which has been an<br />

We don’t need to be first to market. We important part of our success model.<br />

need to be the best in market. There are<br />

As I’ve said, our strategy since the beginning<br />

has been to develop the best game—<br />

genres that we’re going to enter because<br />

we know our players are interested in them most fun & social—for every category. We<br />

and because we want and need to be are rarely first since categories in games go<br />

where players are. We evolve genres by back decades, but we aim to be the best.<br />

making games free,<br />

A few of you<br />

social, accessible and<br />

highest quality.<br />

With regard to<br />

Dream Heights and<br />

the tower genre, it’s<br />

important to note that<br />

this category has existed<br />

since 1994 with<br />

“We don’t need to<br />

be first to market.<br />

We need to be the<br />

best in market. ”<br />

have asked how<br />

our approach to<br />

genres relates to the<br />

situation we faced<br />

with Vostu. There<br />

are rules of engagement<br />

in our industry.<br />

Companies have to<br />

games like Sim Tower and Tower of Babel respect each other’s legal and IP ownership<br />

in 2009 which achieved 15 million DAUs. rights in the form of copyrights and trademarks.<br />

In the case of Vostu, you can see<br />

On iOS there has been Yoot Tower, Tower<br />

Up, Tower Town, Tower Blocks and Tiny for yourself that Vostu crossed the line and<br />

Tower. Just as our games, mechanics and chose to use our copyrighted IP and artwork.<br />

social innovations have inspired and accel-<br />

a Play in the form of social and mobile gam-<br />

28 START


ing has become a mainstream activity, but<br />

it has the potential to be so much more. It<br />

can be one of the primary ways we connect<br />

with other people. It can surpass TV as the<br />

most popular and engaging medium of the<br />

21st century. In order to make this vision<br />

real, we need to work as a company and<br />

an industry to continue innovating, improving<br />

and hopefully revolutionizing every<br />

major genre of games for social play. Every<br />

successful game from developers big and<br />

small has pioneered some important new<br />

facet of this experience. We are proud<br />

of the mechanics we have pioneered that<br />

are now industry standards.<br />

Part of what makes our industry cool<br />

and dynamic is the idea that small teams<br />

can build successful games. But at Zynga<br />

we will continue to innovate and expand<br />

our possibility space in order to delight<br />

our player base too.<br />

Finally, I want to thank everyone who<br />

emailed me. Part of what makes our<br />

company special is the open transparent<br />

dialog we can all have, and it’s your<br />

passion that is shaping our future. —Mark”<br />

That’s a much more eloquent statement of<br />

purpose than “I don’t want f***ing innovation,”<br />

I suppose, and I wouldn’t be surprised<br />

if this was meant to be leaked showing<br />

“nice guy” Mark motivating behind the<br />

scenes. But I don’t buy it.<br />

As I’ve said before to Zynga defenders<br />

who happen upon my articles (many of<br />

which turn out to be employees), this is not<br />

a case of “inspiration.” Even though every<br />

product and IP on the market is generally<br />

a derivative of some other concept in almost<br />

all cases, but what Zynga’s doing is a<br />

shocking step beyond.<br />

The company scavenges through the<br />

most popular titles on the social market<br />

and harvests them for their own. To use an<br />

analogy I’ve drawn on before, the gap<br />

between Tiny Tower and Sim Tower might<br />

be the difference between James Cameron‘s<br />

sci-fi Avatar and the similarly themed Dances<br />

with Wolves. The space between Tiny<br />

Tower and Zynga’s Dream Heights would be<br />

the difference between Dances with Wolves<br />

and another film set in 1800s about Native<br />

Americans with the exact same plot, lookalike<br />

actors and titled “Cavorting with Bears.”<br />

You can repeat that idea for tons of<br />

Zynga titles, Farmville with Farmtown,<br />

Hidden Chronicles with Gardens of Time,<br />

Zynga Bingo with Bingo Blitz, Words with<br />

Friends with Scrabble. There’s no “inspiration”<br />

here, only thievery. Yes, they change<br />

the code and draw up new artwork to<br />

avoid any legal trouble (after getting in hot<br />

water for not doing that when they stole<br />

Farmville), but it’s the bare minimum to avoid<br />

legal retribution. And if someone did sue<br />

them? The powerful company (now with a<br />

billion dollar IPO) would crush them with<br />

a dogpile of lawyers.<br />

Pincus would have us believe he’s just<br />

continuing in the great tradition of all tech<br />

pioneers, drawing on past products to make<br />

future ones, but there’s something different<br />

with Zynga. Something wrong. And to have<br />

a brand that is this creatively bankrupt does<br />

not bode well for its long term prospects.<br />

Continue to the next page for a timeline<br />

of Zynga and thoughts from Nathan<br />

about the morals behind the company<br />

(left) Mark Pinicus<br />

smiling like<br />

an idiot (right)<br />

A side by side<br />

comparasion of<br />

Tiny Tower and<br />

Dream Heights,<br />

you can see<br />

they are pretty<br />

much the same.<br />

APRIL 2012<br />

29


HISTORY OF ZYNGA<br />

Hopefully it ends soon..<br />

30 INDUSTRY<br />

START


pure evil...<br />

Now, is it fair to say Zynga is in the<br />

wrong it has better luck and business<br />

sense than these other game developers?<br />

Maybe, but Zynga CEO Mark<br />

Pincus has a definite answer. When<br />

asked about what innovations Zynga<br />

was bringing to the virtual battlefield,<br />

Pincus responded, ”I don’t f***ing<br />

want innovation. You’re not smarter<br />

than your competitor. Just copy what<br />

they do and do it until you get their<br />

numbers.” This quote brings me to the<br />

heart of my argument: while immoral<br />

to say the least, should this practice of<br />

game copying even be legal? Should<br />

there be laws to prevent this virtual<br />

“survival of the fittest?” While one<br />

could cite the numerous cut and paste<br />

first person shooters of video gaming<br />

today as evidence that the practice<br />

of game copying is harmless, these<br />

games are produced by large, multibillion<br />

dollar companies who could stand<br />

to take a slight revenues dip if their<br />

game gets outsold by their competitors.<br />

In the case of Zynga, however, Mark<br />

Pincus effectively preyed on smaller<br />

gaming startups to claw his way to the<br />

top of the social gaming world, and<br />

real damage was done. Have you<br />

ever heard of Slashkey before this<br />

article? I’m guessing not. This isn’t<br />

survival of the fittest; this is Zynga terrorizing<br />

the social gaming universe.<br />

APRIL 2012<br />

31

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