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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