• "We made a commitment to real choreography. I basically drew a line in the sand and said, “If this interface is going to be great, and we're going to make a dance game that's gonna be transformative, you have to be able to dance 'Crank That' by Soulja Boy.” That’s the bar for a good interface."

This year, my Games of the Year got rolled into Kill Screen’s end-of-year countdown. It’s a fine list.

Kill Screen have also put up the individual participants ballot, and you can read mine here. I also wrote some notes about the list of ten:

Here’s my secret: I’m shamelessly mainstream. When I get home from a day at a desk, designing or programming, I like to play games on my sofa. And so: lots of major console releases there, from the advanced hiking simulator that is Skyrim to the elaborate team sport (disguised as a military shooter) that is Battlefield 3. It’s not all AAA-ware, though. The fact that games like Bastion and From Dust saw release on major platforms makes me enormously happy, and they deserve their place.

What binds all these titles together? Perhaps it’s just about wonderful worlds to escape to. Wonderful for their aesthetics: the cold mountains of Tamriel; the endless greyboxes of decades of Aperture Science; the silhouetted landscapes of Outland; the spectacular 17th century Mars of Jamestown; the steely glowing cyberpunk of Frozen Synapse; the rich, detailed decay of Arkham City.

Flip that around, though, because they’re also wonderful systems to get lost in: Skyrim‘s bottomless, endlessly free systems; the careful addition of gels to the Portal formula; the binary-coloured bullet-hell of Outland; the marvellous Vaunt mechanic in Jamestown; the perfection of turn-based (and play-by-mail) strategy in Frozen Synapse; the bottomless gadget-belt and inventive environment of Arkham City. At heart, I’m an escapist, and I escape into beautiful worlds and deep mechanics equally.

Ten was hard to pick, and I wanted to represent some potentially overlooked gems (oh, Outland) as well as some obviously great mainstream games. Two games slipped off the list for me: Deus Ex: Human Revolution just slipped off, but was a surprisingly lovely way to spend the middle part of the year, and Crysis (in its re-released, updated downloadable XBox and PSN port) wasn’t eligible for inclusion as it was a remake. It was, however, definitely one of the ten best games I played last year, and the Games on Demand version is worth your time, if only for the bottomless tropical sandbox of fun it offers in its early stages.

Go read my list, and, indeed, the whole Kill Screen feature.

The language of difficulty

03 January 2012

Chris Dahlen on Dark Souls and, in particular, how it uses “difficulty” not as “a club the designers bash you with, but the palette with which they paint the experience.“:

In music, film, and literature, difficult works provoke the same kind of response. We talk about them in terms of whether we can deal with them: War and Peace is too long, Ulysses is too opaque, Lars Von Trier’s films are too disturbing. Audiences may balk at a work because it’s unfamiliar, complicated, opaque, taboo, exhausting, unpleasant to the senses, and so on—but in every case, the audience has to think about that barrier and make sure they’re ready to cross it. We wonder, are we the problem? Or is the work failing us? Is it challenging because the challenge is key to the form, the message, and the experience—or is it challenging because the artist is a jerk? If the artist has a message to send us—well, to paraphrase Samuel Goldwyn, why couldn’t they just send us a telegram?

Games shed new light on this old debate, because here, challenge is understood from the get-go as being integral to the experience. All games test their players, and the players accept that they are taking a test and they will be graded. By comparison, if you read a great short story, your failure to respond to it happens in the privacy of your mind.

The primary language of Dark Souls is difficulty. The game paces and varies that difficulty with the same craft that goes into its character builds, sound effects, and environmental design, and with the same purpose: to explore distinct, exquisitely-realized variations on one unified experience. What starts as a dare is revealed to be the reward.

Too long a quote to go into Pinboard, so onto the blog it goes in full. And do read the whole article; it’s thoughtful and as with all Chris’ stuff, well-written.

  • "The point isn't nostalgia, that things were better in simpler times, but that the conditions we create (deliberately or accidentally) for and around the practices we pursue have a tremendous influence on the ways we carry out those practices. In the case of computer programming in particular, the apparent benefits of speed, efficiency, accessibility, and other seemingly "obvious" positive virtues of technical innovation also hide lost virtues, which of course we then fail to see." Culture as a byproduct of conditions.
  • "Type words to interact with Fireplace or just sit back and enjoy. The logs burn down to ashes in about 30 minutes each." Charming, delightful.

My latest Game Design of Everyday Things column is now up at Kill Screen. It’s about the relevance of landscape gardening to game design.

We talk a lot about the influence of architecture on game design. Indeed, it’s something Kill Screen asked me about in the original formulations for this column. We can all see the influence on games of a medium in which geometric form and structure is used to influence behavior and manipulate the movement of people through space. It feels like there’s an obvious comparison between architecture and the design of three-dimensional game levels.

But I think landscape gardening is perhaps a much more interesting comparison point for the structure of game spaces, and one that is oft-neglected.

Landscape architecture shapes the behavior and intent of its observers without walls or markers. Instead, it focuses on surprise and delight: as your eye follows the gentle slope of a path down to a lake, it should feel like you discovered this. It feels like a coincidence of marvellous proportions, a secret that you discovered, that the eye is led so gracefully. In fact, it’s a carefully designed experience.

Also, it’s been illustrated by Trip Carroll with an illustration of John Marston in front of Broadway Tower, which is really quite something.

Anyhow: rather pleased with this. You can read the full column at Kill Screen.

  • "Brogue is a Roguelike game for Mac OS X, Windows and Linux by Brian Walker." It's REALLY good: stripped-down and straightforward, as Rogue was, but with nice mouse implementation and a lovely auto-explore mode. Really rather nice.