Game.Developer.2009.12.pdf

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Game Developer - December 2009
VOL16NO11 DECEMBER2009
THE LEADING GAME INDUSTRY MAGAZINE
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CONTENTS.1209
VOLUME 16 NUMBER 11
POSTMORTEM
24 DOUBLEFINE'S B RÜTAL L EGEND
B RÜTAL L EGEND is Double Fine's sophomore effort, and like its first
title P SYCHONAUTS , was fraught with publisher shifts and new platform
adjustments. Here, the team discusses testing bots, lawsuits, metal
gods, its use of middleware in conjunction with homegrown tools, and
the problem of real time strategy on consoles.
By Caroline Esmurdoc
DEPARTMENTS
2 GAME PLAN By Brandon Sheffield
[EDITORIAL]
Digital Snake Oil
4 HEADS UP DISPLAY
[NEWS]
Front Line Award Finalists, T ORCHLIGHT and OGRE 3D, and
OneBigGame's charity software.
FEATURES
7 LAND OF OPPORTUNITY
A number of national and regional governments around the world
offer tax rebates, grants, and other perks to game developers. In this
feature, compiled from a longer Game Developer Research article, we
outline the major institutions in the Western world that could help you
make your next game on the cheap.
By Chris Remo
39 TOOL BOX By Shekhar Dhupelia
[REVIEW]
Projecturf's Projecturf.com
42 THE INNER PRODUCT By Daniel Nelson
[PROGRAMMING]
Fire Control
46 PIXEL PUSHER By Steve Theodore
[ART]
Unknown Unknowns
16 THE DUST OF EVERYDAY LIFE
Modeling characters in 3D is an art in the true sense, and it's quite a
challenge to make these characters appear realistic. Takayoshi Sato,
who created all the original S ILENT H ILL CG by himself, finds that adding
flaws helps to create something believable—but those flaws can't be
random. They must be carefully tied to the character's personality
and backstory. Here, Sato shares his thoughts about the creation of
compelling characters in games, something more than your average
vacant space marine.
By Takayoshi Sato
49 DESIGN OF THE TIMES By Soren Johnson
[DESIGN]
Challenging Design
51 AURAL FIXATION By Jesse Harlin
[SOUND]
Rallying Rights
56 ARRESTED DEVELOPMENT By Matthew Wasteland
[HUMOR]
Project Status Update!
COVER ART: DOUBLE FINE ART TEAM
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GAME PLAN // BRANDON SHEFFIELD
Think Services, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090
DIGITAL SNAKE OIL
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND
ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606
EDITORIAL
PUBLISHER
Simon Carless l scarless@gdmag.com
EDITOR-IN-CHIEF
Brandon Sheffield l bsheffield@gdmag.com
PRODUCTION EDITOR
Jeffrey Fleming l jfleming@gdmag.com
ART DIRECTOR
Joseph Mitch l jmitch@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin
Steve Theodore
Daniel Nelson
Soren Johnson
Damion Schubert
ADVISORY BOARD
Hal Barwood Designer-at-Large
Mick West Independent
Brad Bulkley Neversoft
Clinton Keith Independent
Bijan Forutanpour Sony Online Entertainment
Mark DeLoura Independent
Carey Chico Pandemic Studios
ADVERTISING SALES
GLOBAL SALES DIRECTOR
t: 415.947.6227
MEDIA ACCOUNT MANAGER
John Malik Watson e : jmwatson@think-services.com
t: 415.947.6224
GLOBAL ACCOUNT MANAGER, EDUCATION
AND RECRUITMENT
t: 415.947.6241
COORDINATOR, EDUCATION AND RECRUITMENT
t: 415.947.6223
ADVERTISING PRODUCTION
PRODUCTION MANAGER
Robert Steigleider e: rsteigleider@ubm-us.com
REPRINTS
WRIGHT'S REPRINTS
t: 877.652.5295
THINK SERVICES
CEO THINK SERVICES Philip Chapnick
GROUP DIRECTOR Kathy Schoback
CREATIVE DIRECTOR Cliff Scorso
CHIEF INFORMATION OFFICER Anthony Adams
AUDIENCE DEVELOPMENT
TYSON ASSOCIATES Elaine Tyson
LIST RENTAL Merit Direct LLC t: 914.368.1000
MARKETING
MARKETING SPECIALIST Mellisa Andrade
UBM TECHNOLOGY MANAGEMENT
CHIEF EXECUTIVE OFFICER David Levin
CHIEF OPERATING OFFICER Scott Mozarsky
CHIEF FINANCIAL OFFICER David Wein
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, STRATEGIC DEV. AND BUSINESS ADMIN. Pat Nohilly
SENIOR VP, MANUFACTURING Marie Myers
OF WHAT WORTH ARE VIRTUAL ITEMS?
VIRTUAL ITEMS ARE THE SUBJECT OF MUCH
contention. Are free-to-play games devaluing retail
products? Are they changing the industry? Early
this month, I was having a discussion about this
with Metanet’s Raigan Burns, in which he argued that
virtual items represent the equivalent of digital snake
oil—you’re paying for a few altered lines of code.
It’s a question of degrees, because all games are
lines of code after all, whether they be many or few.
And in fact Metanet’s latest game, N+, is primarily sold
via digital distribution, in many ways a larger, more
involved virtual item. But I understand his point very
well. The idea of paying money for something that a
designer maybe spent an hour tweaking, or which an
artist adjusted the colors on just doesn’t sit well with me.
This is rooted in our consumer-oriented society.
Ultimately all value is perceived. Why is a diamond
more valuable than cubic zirconium? Mostly because
we say so. As a society we’ve decided that between
these two similar subjects (though the latter is
synthetic), one is worth more, and the other less.
Meanwhile both are worth more than food, which we
actually need to survive.
Food, air, and water have intrinsic value, because
we can’t live without them. Aside from those stand-
out examples, our entire value system is fabricated—
so depending on one's desire to have these things,
they're worth as much as or more than anything else.
It’s quite relative, and in a society in which most of us
actually do pay for the water we drink, this perception
of value is very important to a lot of people, including,
I’m dismayed to say, myself.
allow the owner to farm gold more effectively and then
sell the gold on the black market or whatever. But even
that is a contrivance, the developer could easily modify
a variable to let the player do a lot more damage, they
don't "need" the sword—it's an artificial constraint
imposed by the developer.
“This is typically benign in ‘normal’ games because
it's done in the service of gameplay, but once you
enter virtual goods land though, the rules are designed
to extract more money out of people rather than to
provide people with an enjoyable experience. This
seems very different and possibly awful.”
I do agree with Raigan, mostly, and my
discussion of perceived value was largely to be
contrary—but it’s also exactly the reason this model
is working. There are people for whom the physical
element of the purchase isn’t important—they’re
paying for added fun, and if that fun is in the form of a
yellow shirt, so be it.
That’s perhaps the most important part—for
those who play these games, these items aren’t
perceived as designed to extract money, they’re part
of a fun experience. For instance, I’m not a religious
person—but what seems to me to be a method of
controlling a populace appears to others as a way to
approach the divine and achieve personal fulfillment.
It’s all a question of perception.
GIMME THAT OLDE-TYME RELIGION
» While the concept of paying for something
so virtual initially seemed alien to me and my
experience, I thought back to good old La Val’s Pizza
in Berkeley, where I grew up. How many quarters
did I scam out of my parents so that I could get
a few more lives in F INAL F IGHT , or another go at
R AMPART ? In essence I was renting time with the
game—the virtual items I was paying for were lives.
In practice, these free-to-play games that run on
microtransactions (subscription or pay-per-play
games even more so), which many core or oldschool
players decry, extrapolate from a revenue stream
that comes from the very source of electronic games.
Like Raigan, I am curmudgeonly reluctant to
admit the value of the piecemeal experience over
the whole, finished one. But the fact is that more and
more people see that free-to-play experience not
as piecemeal, not as incomplete, but rather a living
experience that can grow and change. Or a new kind
of experience with a low required investment.
And some of us fogeys may do well to recall that
this model is not so different from that on which
we were raised, or for the fogey-er amongst us, the
games we created. The trick is how to make these
virtual items actually worth what the users pay for
them. But that’s a yarn for another day.
Brandon Sheffield
DR. SHEFFIELD’S CURE-ALL
» For me, if there’s an object I can own versus an
digital version, I’ll go that route every time. I still buy
CDs, DVDs, and records, and prefer physical copies of
games I really enjoy over digital ones. Over time I’m
letting go of this—after all, my enjoyment of these
media is not based on their physicality, but rather the
data contained on them.
For a lot of people, that need for the physical simply
isn’t there, and that’s why the perceiver is the most
important part of perceived value. For someone playing
M APLE S TORY who really wants that purple sword because
it matches their outfit, that sword is possibly one of the
most important things that person could buy.
Raigan’s point was this: “Goods like a paperback
novel, a pen, or a shovel might have a resale value
that's close to zero, but they still have some sort of
‘functional’ value in that they can be used for some
purpose, i.e. I can read or write or dig a hole.
“In comparison, most virtual goods are purely
useless. Of course, I'm referring to A NIMAL C ROSSING 'cool
yellow shirt'-type goods; something like a really good
sword in W O W would actually be useful, because it will
2
GAME DEVELOPER | DECEMBER 2009
HEADLINE
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Produce your next MMOG or virtual world
in Georgia and receive a 30% tax credit!
Contact: Asante Bradford, abradford@georgia.org 404.962.4056
Visit georgia.org/gamedevelopment or call 877-746-6842
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