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Game Developer - March 2010
vol17no3 MARCH2010
Hacks, kludges, an d under-Han ded tactics
from b eyond tHe m atrix
P roduction te cHniques ac ross tHree leading stu dios
direct or Hyung-ta e kim
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CONTENTS.0310
VOLUME 17 NUMBER 3
POSTMORTEM
DEPARTMENTS
20 NAUGHTY DOG'S U NCHARTED 2: A MONG T HIEVES
U NCHARTED 2 is Naughty Dog's latest foray into what they call the
cinematic action genre. The game released to nearly-universal
acclaim, and here they discuss everything from multiplayer
mechanics, to over-ambitious scope, to the power of playtesting.
By Richard Lemarchand
2 GAME PLAN By Brandon Sheffield
[ E D I TO R I A L ]
Playing God
4 HEADS UP DISPLAY [ N E W S ]
A report from the Art History of Games conference plus
Xbox Live Indie Games sales analysis.
FEATURES
47 TOOL BOX By Damian Kastbauer
[ R E V I E W ]
Audiokinetic's Wwise 2009.3
7 DIRTY CODING TRICKS II
In our second installment of Dirty Coding Tricks, programmers share
their last-minute kludges and hacks all in the name of getting a game
out the door. Lessons abound for coders and the non-technical alike.
By Brandon Sheffield
57 THE INNER PRODUCT By Jake Cannell
[ P R O GR A MM I NG ]
Virtual Textures
63 DESIGN OF THE TIMES By Soren Johnson
[ D E S I GN ]
Theme Is Not Meaning Part II
15 TAMING THE WILD WEST
Production methodologies differ from company to company. Here,
Matthew Burns explores the disparate tactics of Harmonix, Treyarch,
and Valve, to determine some best practices.
By Matthew S. Burns
67 AURAL FIXATION By Jesse Harlin
[ S O U N D ]
Planting the Seed
69 PIXEL PUSHER By Steve Theodore
[ A R T ]
Zombie Apocalypse
31 BREAKING THE ICE
Conversation systems are becoming increasingly prevalent in games,
with dialog trees and databases aplenty. Serious games developer
Brent Friedman proposes a simple language as a potential solution.
By Brent Friedman
74 GOOD JOB!
[ C A R E E R ]
Career Pavilion Tips.
92 EDUCATED PLAY
[ E D U C A T I ON ]
Focus on UCLA student Peter Lu's C AVE
53 INTERVIEW: HYUNG-TAE KIM
Hyung-Tae Kim, currently art director for NCSoft's B LADE AND S OUL , is
best known for his approach to anatomy. This interview illuminates
his thoughts on the subject of character and art in general.
By Brandon Sheffield
104 ARRESTED DEVELOPMENT By Matthew Wasteland
[ H UMO R ]
This Just In!
COVER ART: NAUGHTY DOG ART TEAM
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GAME PLAN // BRANDON SHEFFIELD
PLAYING GOD
A CALL FOR NEW UNIVERSE CREATION IN GAMES
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EDITORIAL
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EDITOR-IN-CHIEF
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PRODUCTION EDITOR
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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
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REMEMBER WHEN THE NORM FOR
a video game was a blue hedgehog
that ran fast and collected rings
and emeralds? Or a plumber that
took mushrooms to become large,
and grabbed a flower to throw
fireballs? In reality they do none
of those things, but in the name of
a game, they make sense, inspire
wonder, and create a new universe.
This isn’t another one of those
articles about the good old days,
and how everything used to be
better. Rather, this is an article
about missed opportunity.
about what is being taught to
children or impressionable folk.
Not that this should influence
creative decisions, but when a
cartoon mouse hits someone
with a mallet it’s a lot different
from when a prisoner in M ANHUNT
does it. The discussion needs to
take place, even if the decision is
ultimately to go with reality.
Maybe in the past we created
crazy games simply because we
couldn’t recreate reality with the
technology. Consider B AYONETTA .
Here you’ve got a woman whose
clothing is made of her hair, and has
guns in her shoes. I’ve heard a lot
of people—journalists especially—
talk about how crazy this is. In
1992 this would not be crazy, this
would be par for the course in the
creation of a video game.
PANDORA'S BOX
» Games that emulate reality do
have the powerful opportunity to
make people think carefully about
the world around them. By placing
the player in real-world situations
and applying real consequences
in-game, a spark may well go off
in little Jimmy’s brain. But there’s
a high likelihood he still won’t see
the consequences as real. After all,
you turn off the TV or the monitor
and that entire world is gone.
I’m not a fan of James
Cameron's Avatar , but its simple
story resonated with a lot of
people, and I’ve heard more people
talking about injustice and the
politics of power based on having
watched a movie about fake blue
people than I have heard them
talking about Guantanamo Bay, or
the war in Afghanistan. It doesn’t
mean these people are stupid,
or even necessarily uninformed,
but it does mean that in order to
really reach them, they had to be
approached in a different way. I
think that this can be true of fun,
as well as serious messages.
We miss out on some of the
great potential of this medium
if we focus too heavily on the
real. We have the power to create
entire worlds—isn’t using this
power to create a shadow of
reality a bit of a cop-out? And
really, it’s only a conceptual cop-
out. In practice, reality is quite
hard to recreate. This is why the
lushly-detailed world of Avatar ’s
Pandora is so compelling to
people. It’s new, but recognizable.
It’s compellingly different, but not
alienating. This is the potential
that exists within games.
CHOOSE YOUR ADVENTURE
» There is a choice that developers
can make now. We know that we
can visually emulate reality to a
pretty convincing level. Now is the
time when we can decide whether
we want to use that power to
recreate reality or forge universes
of our own. We don’t need space
marines or aliens to do it, either.
The world of B IO S HOCK ’s Rapture
captivated audiences immediately.
It was recognizable, but different,
and this is something that
resonates with people.
I just downloaded and played
the H EAVY R AIN demo on the PS3. I
urge readers to do the same and
see how they feel about the reality
emulated there. Sure, there are
complex emotions and scenarios
in place here—but when I’m
playing, I’m just pressing random
buttons that come up on screen
and have nothing to do with the
actions I’m performing. Whether
you agree with designer David
Cage in his choice to make the
game this way is not the point.
The important thing is that he did
make a specific choice, as he told
me in a Gamasutra interview.
When a game is made,
think—what universe fits my
view? Can I tell my story with
a Rapture? With a Pandora?
Or does it need to exist in my
reality? If these questions are
answered honestly, and with real
thought, games will resonate
better, and their messages, their
fun, and their immersion will only
increase in potency.
—Brandon Sheffield
TIME TO CRATE
» As the graphical capabilities
of computers and home consoles
increased over time, and as
demographics skewed older, the
temptation to emulate and recreate
reality grew stronger and stronger.
To that end, games increasingly
tried to make their systems and
design follow realistic constructs,
boasting the most realistic cars and
licenses, or the most realistic guns,
or a military contractor on staff to
advise on tactics. But games are
not reality, they are games.
We’ve seen time and time
again that the closer you try to
emulate reality, the more the
“game” aspects begin to stick out.
Invisible walls in F INAL F ANTASY , or
grenades spawning at your feet
when you go the wrong way in
M ODERN W ARFARE 2 are examples
of kicking the player out of that
illusion of reality, and letting them
know that yes, this is a game, and
yes, the rules are designed to keep
you in the space of this world, not
the real world.
In reality, as a soldier I could
disobey my orders and go exploring
around the other side. I could be
cowardly and turn back to base.
Games shouldn’t have to plan for
every eventuality, of course, but
it’s not so hard to create universes
that are compelling but where
the unusual—or even simple
backtracking—is not so unfeasible.
Emulation of reality also brings
with it all sorts of moral concerns
2
GAME DEVELOPER | MARCH 2010
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