2009, We Demand Of Thee
Written by John Walker on January 5, 2009 at 8:42 pm.

So this is the new year. Do you feel any different? When thinking about what 2009 holds, I want to think slightly beyond the many exciting games we’re looking forward to and get a bit more thematic. On what journey should gaming take us in the following year?
2008, despite containing a ton of great games, felt a bit of a filler year in terms of progress. 2007 felt so huge probably purely thanks to Portal, and the impact that had on our expectations of gaming. But did it have an impact on last year? I’m not sure it did, beyond a few games making references to it (World of Goo Sacred 2 to name the first that springs to mind). Will the last year of the decade see us beginning to define what the twenty-teens will be about?
The question really becomes about: what do you want to see games do this year? You know, developers read this site – post your thoughts below and they might get read by the right people. Let’s inspire them. So here’s a few thoughts I’ve had:
- Let’s start with Portal. Like so many interesting games, Portal was released to a cry of prophecies, forecasting the short-form game as an option for major publishers. But unless you count Mirror’s Edge’s five hour main game (and I’m betting EA would rather you didn’t), this hasn’t come to pass. Certainly indie games have clocked in at similar lengths, and similar prices, but we’ve not seen a major publisher commission themselves, or hire a dev team, to try and create something in a similar bracket. This is something I would love to see, despite being very aware of the stack of issues that come with it. Would Valve have been able to create Portal without bundling it in the Orange Box? Now they could, certainly, but how would it have been received if it weren’t riding on the back of hugely anticipated games like TF2 and Episode 2? Sometimes I think it could have. The point of a big publisher is they’ve got big advertising budgets, so it wouldn’t be a case of word-of-mouth sales. Why aren’t we seeing Ubisoft, EA, and so on creating novella games to a public that has proven they’re interested?
- I’m worried about the FPS. I’ve been worried about it for years now. I think it’s the most under-served genre on the PC, and the one most likely to be poop. Long ago the adventure game reached stagnancy because it stopped reinventing itself, and started photocopying. It’s never recovered, obviously. I believe the FPS is deeply in the same mire, and 2009 must be the year of its reinvention? What should that be? I dunno – I’m the bastard who writes about them later. That’s the developers’ challenge. But I’m fairly sure the answer isn’t “RPG elements”.
- Voice acting. Come on now, that’s enough. Developers, you must employ a voice director. It’s not enough to cast and give them lines in isolation. Sure, it takes a lot more work, but if there’s someone in the room making sure the standard is above a primary school play, and ensuring the intonations make sense, your games will seem so much better. It strikes me as very odd that few companies would be happy to ship a game with a glaringly obvious graphical glitch, but nearly all don’t seem to care if the lines are read out incorrectly. Not any more in 2009.
- I want 2009 to be the year of the comedy game. Brutal Legend is a good sign. So let’s have some laughs this year. But things have been a bit po-faced for a while now. It must be remembered, funny games need comedy writers. Hire them.
- Virtual reality hyper masks. No, I’m lying.
So what are your wishes/demands?
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Jim Rossignol says:
Ditto on voice acting, but ultimately I’m happy for 09 to be a year of incremental improvement on previous years.
Also:
I’d like to see really good mods for Stalker: Clear Sky and Far Cry 2.
I’d like Alan Wake to be really unexpectedly good.
I want Jumpgate Evolution to be an actual, workable point-and-shoot spaceship MMO.
I want to be surprised by more than three games.
January 5th, 2009 at 8:57 pm
If you’re making an MMO, make sure it’s a good game. No, seriously. I’m sure most developers aren’t interested in quality, and the publishers don’t seem to care. You can’t just toss it off in a year or two and ship with a barely functioning engine and programming issues from here to the Galapagos Islands. You only make the big money with MMOs when you produce quality. It is the only genre where you just can’t get away with being crap any more. Why won’t the big houses learn this?
Oh, and stop making me sign up to websites / clubs / GFWL. I don’t wanna. Same goes for my 360 pad. I’ll use it when I say, not you.
All said, congrats. I played some cracking games in 2008.
January 5th, 2009 at 9:00 pm
LewieP says:
Less/much shorter load times, I am bored of them now.
I would like to see what Subversion actually is, and I would like it to be as good as I expect it to, and I would like some mainstream media to actually give it some coverage.
I’d like to see something on Splinter Cell: Conviction, and for it to be the update that the series deserves.
I’d like Fez to come out.
I’d like to pretend that Deus Ex 3 doesn’t exist.
January 5th, 2009 at 9:05 pm
I want more horfically self-conscious artsy games, with visuals inspired by Gustav Klimt and Odd Nerdrum, with a House of Leaves like meta-plot and good voice acting, a first person RPG where role playing doesn’t mean stats but personality.
And then I want the moon to be terraformed and for us all to live there in hysteric suicidal happiness, with marshmallow treats for everyone!
January 5th, 2009 at 9:07 pm
I’d like to see DRM disappear from the face of the Earth.
Also, SecuROM bankrupt, and whoever thought that fucking paying customers uselessly is OK out of the industry and serving burgers for all his life.
Hey, don’t look at me like that. It’s the Christmas spirit.
January 5th, 2009 at 9:09 pm
dhex says:
“Voice acting. Come on now, that’s enough.”
yuppers. especially as more folk go the mass effect, every little bit of wording must be voiced somewhere route.
hell is other people talking.
January 5th, 2009 at 9:09 pm
The Poisoned Sponge says:
For 2009 I’d really really love a procedural and (perhaps more importantly) involving story. I don’t care what genre it’s in, but I’d bloody love it no matter where it comes from. Imagine the replayability!
January 5th, 2009 at 9:11 pm
“But I’m fairly sure the answer isn’t “RPG elements”.”
For me it is : ). Deus Ex over Half Life any day.Far Cry 2 could have used more of actual dialogues and better quest structure.And inventory.And…..
January 5th, 2009 at 9:11 pm
The Poisoned Sponge says:
Oh, and I’d also love for a few more massive Indie hits to shake up the industry a bit more. There must be some out there!
January 5th, 2009 at 9:12 pm
Open worlds that are more heavily systemetised would be lovely. By which I mean: the tangibility of the world comes from how you can interact and change it. No matter how pretty the textures, if you can’t do anything with the building/cave/elf/drug-dealer, it’s a just a picture on an empty box. I love exploring, but a world worth exploring comes from what you can do with it.
But Fallout 3 did this quite well with it giving the player the ability to change the gameworld by their actions. GTA4 worked incredibly hard to create an invisible culture that informed the surface graphics. Just lots more of that. And no stupid plot stuff. I will pretend Walker’s rant against voice acting extends to all narrative and character bits in the game.
Problem is I can’t tell if this request is tediously unimaginative or embarrassingly optimistic.
Realistically though, Assassin’s Creed 2 having some real gameplay in it would be fab.
January 5th, 2009 at 9:18 pm
Huh, is Alan Wake still a thing? I remember being excited about that way back when.
January 5th, 2009 at 9:19 pm
I am looking forward for… Demigod, Aion, and other games. A game take years, so If is not in production just now, most games will not ver released for 2009.
January 5th, 2009 at 9:20 pm
I’d like to see developers factoring in support and updates to big games that goes beyond “Let’s sell this crap we cut or didn’t finish as DLC in 6 months time”
I mourn the loss of expansion packs, surely after you’ve spent so much time developing a game like Mass Effect you can do more with it?
I hold out hope that Fallout3’s expansions are more than 5 minute diversions.
January 5th, 2009 at 9:23 pm
Something like Vampire Bloodlines.
We know it can be done. A great adventure with a FPS engine, any setting: historic, present, future, horror whatever.
Please put international audio on the DVD. I am so sick an tired of german so called “voice talents”.
January 5th, 2009 at 9:24 pm
I look forward to less plot and scripting in games. Let me and the engine bash out something approximating a plot, or anything else I feel like doing in the world I’ve bought.
I don’t need guiding by the hand, I can explore on my own, and I’ll get into my own damn trouble.
January 5th, 2009 at 9:24 pm
Ignoring The D Initialism, how about something a bit more unusual than a lone/small group of US/Space marine(s) shooting a bunch of nazis/aliens in a first/third-person perspective manner?
How about a horde (gaggle? Flock?) of space-bats rescuing their children from evil space-bat-children-eating Jovian hippos, in various entirely-improbable locations across the asteroid belt, and beyond!? Maybe as some combination of space-physics and group-AI action-puzzle game. A daft example, but more ‘daft’ would be nice.
If the wonderful thing about games is that you can do amazing and impossible things… Why don’t we?
January 5th, 2009 at 9:25 pm
I’d say that Far Cry 2’s dedicated (yet strangely selective in some circumstances) stance to diegeticness should be recognised.
How about the year of co-op?
No longer is co-op implementation seen as reason enough to play a crap game.
January 5th, 2009 at 9:27 pm
Well, I’m finally seeing comments from developers, I mean, recognisable names, saying Lets try and move away from releasing risky new IP like Little Big Planet during the xmas sequel madness… ( http://www.gamasutra.com/php-bin/news_index.php?story=21728 )
…And then I rejoiced.
I’d also like to see better use of writers in a ‘Lets bring an experienced (Preferably games) writer from the start of the project instead of towards the end’, or better still, ‘Lets bring an experienced writer in house to work with the developers and designers on a daily basis’ (This person can also produce mini-stories for hyping the game, its settings and characters and I’m sure do other wonderfully useful things) kind of way.
(I understand that writer(s) have been brought in for Deus Ex 3 before any code had been written, I certainly regard that as a very positive sign, regardless of peoples feelings about certain design decisions such as very brief context sensitive third person or regenerative healing)
Also, as I mentioned in another comments thread, I’d love to see a publisher try an anthology series game, something done episodic (Not released episodic, I mean, a collection of different length anthologised stories in a sort of multipack) that re-uses the setting (Or at least the game rules) for a variety of different ’short adventures’. With adventure packs released which also include a variety of different adventures of varying lengths (So if a player has 4 hours to spare, he can play through a particular adventure in that time and not have to worry about remembering story details as you might get in a longer adventure). The forgotten realms setting ala D&D 3.5 edition would be a great one to use for such a game.
January 5th, 2009 at 9:28 pm
I want Chris Onstad of Achewood fame to finally make a text adventure game.
January 5th, 2009 at 9:28 pm
More open world type games like AndrewC said above and
hopefully Half-Life 2: Episode 3, that is if Valve doesn’t get bogged down in Left 4 Dead/ TF2 updates.
January 5th, 2009 at 9:29 pm
In 2009, I want more hints along the lines of the one Football Manager 2009 just gave me – “A player with a high corners attribute would be a good choice to take your corners”. And a new comments-devourer to replace DRM.
January 5th, 2009 at 9:31 pm
Procedurally Generated Content. More of it, done well.
It has the obvious advantage of increasing replay/continuing play value, but I also think it forces better game design.
I’m tired of sucking at online first-person shooters because people who have been playing longer than me know advantageous minutiae of the map we’re playing. And level design is just one area where procedural generation could be implemented, which I’ve seen done successfully before. Forget additionally, downloadable content (or don’t forget it, but rethink it) – just make the game create new stuff for the user. I’m sure it’s easier said than done, but it doesn’t seem like it would take *more* work from developers, just different allocation of resources and thought. Rather than balancing particulars of limited resources, create a framework of balance, giving everyone an equal chance each playthrough of potentially ending up in an unbalanced position one way or the other.
Think about Diablo II. I firmly believe its continued success as a multiplayer game, and my continued enjoyment of it, is tied to its use of procedurally generated content. At a glance, sure, the map is layed out differently so every game you have to run around a different path, and that’s neat. But that leads to so much more: all players have an equal chance of finding the good loot, you never know which spots are going to be particularly challenging, and it drives down monotony in what can be a pretty monotonous game.
Also, it’s awesome.
January 5th, 2009 at 9:34 pm
matte_k says:
More games that buld upon some of the prototype innovative ideas we’ve seen in the last few years. From big buck games like Spore to two-man teams like World of Goo, take those ideas and apply them to something new, and in context. I remember years back hearing about Republic-The Revolution and Stalker and thinking “how the hell will they pull that off?” and when the games finally arrived, they were about 70% right but broken in so many ways that a devoted community was left to put it right (Are those KoToR 2 guys still working on the mod? That’s some dedication…and hopefully worth it).
Let’s see developers and publishers getting things 95-100% right- if you can do that, you will be rewarded by purchases and praise. Isn’t that worth waiting a bit longer for release?
January 5th, 2009 at 9:35 pm
I have to agree with Paul S. Please no more crappy MMOs! I feel like such a sucker after trying Vanguard, Pirates of the Burning Sea, Tabula Rasa, Age of Conan, and Warhammer Online. I’m starting to think there’s a business model forming that consists of spending all the production money on advertising/hype in order to sell 700,000+ boxes at $50 a pop on release and then just junking the project. Don’t most single player games consider a number like that a big success?
Or, maybe I just don’t like MMOs any more. The last ones I enjoyed were Ultima Online and World of Warcraft. I finally took the plunge and tried Eve out. So far so good.
January 5th, 2009 at 9:35 pm
Gap Gen says:
The FPS hasn’t really revolutionarily changed for quite a while now. It’s more exciting than the adventure game, though, so that goes a long way to prolonging its survival. Another idea I heard was that adventure games were popular in early computing because you needed to be a puzzle-solving master just to fire up games on the PC in the first place.
That said, the FPS has been changing slowly, or at least doing new things. Films have settled into a groove, but are still popular – the comparison between Pixar and TF2 isn’t unwarranted.
As for short games, games are becoming shorter anyway. Call of Duty 4 isn’t as long as most games before it, and most of Spore can be completed in an afternoon. The biggest challenge to developers in this respect is making their games accessible to people who haven’t spent years honing their skills – I completed Portal in a few hours, but my dad struggled when he was forced to attempt it, and many people just don’t want to spend hours getting into something, unlike the feature film which typically only lasts 2 hours or so. Then again, companies are already doing this sort of thing, with testing being more rigorous in the bigger studios. But then this, and better voice acting, can be costly.
January 5th, 2009 at 9:35 pm
Helm says:
I want to see more games tackle adult themes without having to water down for the lowest common denominator. I guess I expect this mostly from either the indie scene or The Russians, as they did with Pathologic for example, only more, only better. I want more humanity in videogames I guess.
Also, better / more conscientious art direction (no halfshirt underboob, no shallow cool), actually paying actual writers to write the games and not ‘hello I am a gameplay designer I also wrote the game script!’. Perhaps if these things are done, then the humanity thing will take care of itself!
January 5th, 2009 at 9:41 pm
Planescape 2?
Outcast 2
Kings Bounty for reasonable money.
Well, one out of three at least?
January 5th, 2009 at 9:42 pm
As far as unusual concepts goes, how about this:
2nd person shooter. Umm, this could take a little bit of explaining. I’ll use an example.
You control a squad that is charged with hunting down a sniper using an advanced sniper rifle that has some sort of image feed built into it. You can see what the sniper rifle is pointed at and possibly a top down view of an area map.
Your task is to give your squad the right orders to hunt down the sniper. Its done in real time, so if the snipers rifle is suddenly being lifted up from the floor and being moved up to a window you know you’d better be shouting “take cover!” pretty damn quickly. (Heck, this’d be cool if it was voice activated, but I know developers have struggled with the implementation of that before so I won’t be so bold as to say it should be a requirement of the design)
January 5th, 2009 at 9:45 pm
More new IPs from companies that have been sitting in their sequels for far too long.
More games like World Of Goo; indie, charming, thought provoking, funny and well made.
More effort by developers (more likely publishers) to make games polished and not rush them out with game-breaking bugs, or just plain terrible bits which really need more work.
More effort put into storylines. I don’t want the same crap we’ve had 5 million times before. (You are the super amazing ultra person who has come to save the world which has been taken over by an alien species/evil people! Now go!) I want plot twists, strong characters that i actually care about, so that when you kill them off i don’t just think ‘Ah damn, need to find me another person to shoot shit’ or ‘thank god for that, their voice pissed me off to no end!’
Less focus on improving graphics and more attempts to do things that haven’t been done before. Indie developers are doing good stuff here, but big developers need to start doing so as well. Take some risks and don’t stick to your stagnant, money making series.
Some of these things are probably impossible, but one can dream.
January 5th, 2009 at 9:46 pm
I’m taking this as an invitation to ramble on for a bit, then spend the rest of the evening assiduously checking to see if there was a response from anyone (so lonely!) despite the fact that I didn’t bother to really construct any sort of coherent argument or contention, and certainly made no effort to back myself up with facts or keep things to a reasonable length. Unfortunately this won’t make you the squillions of pounds from ad impressions as you’re clearly hoping for, you evil blogger bastards, because I use adblock. If you resent the cynicism in that last sentence you only have yourselves to blame, because your Sunday Papers links led me to this (specifically, half-way down p3 onwards) and it really isn’t much fun to have your thoughts and opinions reduced to a measure of revenue, however lazily scribed and tangentually challenged they may be.
My view of 2008 is coloured by the fact that it was the year I played catch up on 2007. Mass Effect and Bioshock taught me that it was OK to like huge budget games despite my vague centre-left suspicion of large amounts of money (see above), and also that it was OK to like games which have been critically lauded and financially successful despite my hugely egotistical suspicion of everybody else’s tastes. Portal sits on my hard drive thanks to Steam’s crazy-go-nuts holiday sale and promises, I gather, approximately one Sunday afternoon’s-worth of undiluted orgasm-o-bliss.
So what do I want? Just one thing really: I want Dragon Age to feel more like BG2 and less like KOTOR – not in terms of plot or theme, because obv it’s going to be fantasy not sci-fi, but in the sense that when I played BG2, despite (possibly because of?) being built on a ramshackle, schizophrenic engine that threatened to brake at any moment – threats upon which it often made good – I was in a world. That is, it did more to distract me from the fact that I was playing a game than just about any other game that springs to mind. I wasn’t in a game, I was in a place. That it had so unsubtly orchestrated a plot, every bit as ‘go here, do this’ as KOTOR or Mass Effect or even your average JRPG (as per the slightly snobbish stigmata the genre struggles to shed) hardly mattered: nothing* present in the game ever really threatened to dispel the illusion that I was a poor but heavily armoured half-god half-rube with an entire country at his feets’ disposal and an endearing if overly saccharine little sister to save (all my favourite games seem to involve saving little sisters – paternalism as the most compelling chivalrous mode?).
Reusing 3d art resources, I suspect, is what’s to blame here. Because you can use your imagination with identikit 2D peasants and so on, they’re just markers anyway and your brain glosses over them and allows your eyes to fully take in the utterly convincing (and utterly beautiful) hand-painted filth of the slums around. Whereas Bioware’s 3D games force upon you a perspective – the over-the-shoulder third person – that demands you take the world at face value, and all the clumsy artifice of its unerringly identical props and furniture alongside. (And if anyone tries to tell me that in the future everything will look the same because of molecular assembly drones or some other piece of nonsensical technowizardry I will brain them with a Plasteel container and lock their limp, unconscious body inside).
So yes; what I want is for every game released from now on to use pre-rendered, and indeed pre-painted 2D backdrops, regardless of genre (or camera perspective). Or to just be Armaggeddon Empires. That game. Man.
I’d also like Nintendo to release, or even just unveil, an out-of-the-park, triple-’A', cliché-defined title to remind me that they can still do that (as Super Mario Galaxy left me strangely, and seemingly singularly, cold).
*almost nothing. There was that one bloke with the absolutely atrocious Mockney accent. Snoipin’s a gourd jorb, moight…
January 5th, 2009 at 9:48 pm
I would like developers to think we mean something.
This year had many, many games that were supposed to be awesome but sucked because they weren’t finished. for example: GTA IV which most people couldn’t run, far cry 2 which had SO MANY issues I heard stalker had issues too but I didn’t play it. and again like what that has been said before we need originality.
think the only “big player” game that was any good this year wa left 4 dead. set aside the name itself the game was polished, original, expendable (there’s an expension pack on the way w/ more maps), it was affordable and easy to get (steam/direct2drive which I think are the future).
so, summing it all up, developers! go play left 4 dead and understand what a good game is!
P.S. another great example of a good game that I forgot to mention is king’s bounty, which I haven’t finished yet but it’s a really good game.
January 5th, 2009 at 9:52 pm
I’d like to see less money spent on graphics, instead spending that money on using some real writers to write dialogue/story (and I mean actual, proper writing, not the kind that’d be used in a mediocre action flick) etc.
Also, less worrying by devs about ‘immersion’ and trying to hide UIs and HUDs – I know it’s a game, I’m fine with the artificialness, I can handle it AND still enjoy your game.
I’d like to see less fetishisation of ‘open world/sandbox’ gaming, as if it’s the be all and end all of games. Open world is great for exploratory games but they tend to stink in the storytelling department – mainly because devs seem to choose the wrong kind of story to tell in those games. Embrace the openness and fractured nature of your game and tell a story (or set of stories) that meshes with the experience of open world games. Or dump the whole storytelling aspect and go for exploration in all its forms.
I’d also like to see mature games that are mature because they try to work a story and/or concept on several levels, not because the devs think that a bunch of sex, gore and swearing makes something ‘for grownups’.
I’d like to see previews disappear in the gaming press, or only appear when a game is a couple of months away from being ready.
January 5th, 2009 at 9:56 pm
dhex says:
my real big hope is that age of decadence kicks ass and doesn’t suck.
and that project origin is good.
January 5th, 2009 at 9:57 pm
Gap Gen says:
Also, can someone hypnotise the Activision board of directors into reversing their decision to become a sequel-churning factory? Actually, I don’t really care as long as EA’s new direction works, in which case Activision and EA have just switched roles as to who is the evil one and who is the benign giant.
January 5th, 2009 at 9:57 pm
I don’t have that opinion of FPS’s. Maybe because I play a limited set of them, and most of those are Valve… But to me HL2, L4D, TF2, Crysis, and Bioshock are all as different as they could reasonably be within the same genres.
That said, I want more of the kind of experience Thief 1 delivered, and the first couple of Rainbow Six games. (Vegas is way too far in the action vein for me. Rogue Spear was perfect… just needs a graphical update.)
The FPS I’m most looking forward to is the Black Mesa mod.
January 5th, 2009 at 10:03 pm
Gap Gen says:
I’d like to see new IP over sequels. I’m glad Tim Schafer isn’t making a sequel to Psychonauts, and would rather that the sequel to BG&E was a new idea instead. Sequels can be good, and a chance for developers to hone the mechanics in the first game, but they’re often fan service and ways of making more money.
If Michel Ancel can come up with something as enchanting as BG&E then it’s a shame to waste that imagination on making an unnecessary sequel. Sure, it could expand on the story, but why? BG&E’s story finished (bar the cheap cliffhanger after the credits) and there’s no need to revisit Jade’s world. The sequel to BG&E is actually a defeat for originality and new ideas.
January 5th, 2009 at 10:12 pm
(Honest to goodness I read your entire post BooleanBob, but I just thought I’d single this part out and ‘rap a little on it’)
Whereas Bioware’s 3D games force upon you a perspective – the over-the-shoulder third person – that demands you take the world at face value, and all the clumsy artifice of its unerringly identical props and furniture alongside.
See, now I know some people find it very easy to dislike GTAIV, but I think this is definitely where Rockstar have shown it is entirely possible to have an actual 3D world where things rarely feel cut-and-paste; take a walk round the city (if you can run the game that is) and take note of how you’ll almost never see the same shopfront twice, or how they include a million different unique details that you never pick up on because… well, because you never see them again. An example: I went into the office of that warehouse full of soda you shoot up for Manny whilst on one of my jaunts around Bohan; on the desk was a desk lamp, modelled and textured and unassumingly tucked away. I must’ve been there five full minutes, mind blown, thinking that someone actually had to make that lamp and put it in the game knowing that no-one would think twice about it being there.
Of course, that game had a budget of bazillions, spent a huge amount of time in development and had a ridiculous amount of staff, but the fact stands: it is possible.
January 5th, 2009 at 10:13 pm
Forgot one – make more PC games moddable.
That part of gaming seems to be disappearing and it would be a real shame.
January 5th, 2009 at 10:22 pm
I would like tim Schaffer to take over EVERY development company, hoping that that way he’ll be able to make games more than once in an epoch.
I’d like western companies to look at CDProjekt and feel ashamed.
I’d like games that, when I wake from a 200-gazillion hours gaming spree, will make me feel as if I’ve done something constructive, or at least interesting with my time.
I’d like someone to harness all of that fan-rage and make something that is more “Fallout 2″-like, because even though Fallout 3 was excellent, it wasn’t Fallout 2, and frankly, I liked that more. Only updated.
Oh, you know what? Let’s combine two of my requests – some should look over GOG’s content, and think why some of those games are still worth playing today. The answer is simple – many of them had no successor. If we were reminded of they’re existence, let’s see how they can be updated, too.
January 5th, 2009 at 10:29 pm
I’d like…
- More mad
- More meaningful choices
- Less faux choices
- Less MMOs
- Less crappy or late or both ports
- Less DRM bs
- More rewarding paying customers
- More turned-based games
- Less graphics
- More gameplays
- More games with writing
- Less games with stupidness
-
That’ll do.
January 5th, 2009 at 10:32 pm
“Reusing 3d art resources, I suspect, is what’s to blame here. Because you can use your imagination with identikit 2D peasants and so on, they’re just markers anyway and your brain glosses over them and allows your eyes to fully take in the utterly convincing (and utterly beautiful) hand-painted filth of the slums around. [snip]”
Contender for post of the year, I miss the backgrounds of earlier adventure games that could be regarded as art in their own friggin’ right. Sod the elitist snobs who look down on a new entertainment form just because its a new entertainment form. With that in mind, is it any wonder that the experience from World of Goo felt so… Comforting, to me?
January 5th, 2009 at 10:40 pm
Love will beat WoW. It’s financial, artistic and cultural impact shall utterly destroy the Everquest clone, prompting Jeff Kaplan to be fired for crimes against player-made content and goals.
Considering I don’t even know much about the gameplay of Love, I must really be wanting WoW to get a kick in the nuts. Mythic failed because they lied to PvPers, end of.
Second, Rockstar will either fix GTA IV and go on to become a great PC developer again, or the company will die and the Housers will be put on trial for some kind of corporate fraud.
The mask will also be pulled of John Riccitiello, revealing him to secretly be Jack Thompson in disguise. Giving how much effort he has been consistently putting in to destroy gaming, why would this be a suprise?
January 5th, 2009 at 10:41 pm
machineisbored says:
APB, Dawn of War II, Borderlands and Overgrowth are my big hopes for the year. Reckon its going to be another good one for gaming.
January 5th, 2009 at 10:44 pm
I want games to have a thesis, something that they consider when they make all aspects of the game so all the aspects of the game reinforce that one point. That is where Mirror’s Edge failed and how Bioshock fell apart at the end.
January 5th, 2009 at 10:48 pm
I appreciate the sentiment behind the “less graphics” comments, but I’m not so sure that is really desirable. If Portal 2 was released looking like Quake 2, but everything else intact, it would have still get the indie gamer’s attention, but would receive bad reviews and sell badly. People like the pretty.
But I don’t think you need a new engine for every game, and the industry is well aware of this now. Compare the use of Unreal 3 compared to previous generations where everyone had their own engine.
However, I think we’ll see a continued movement towards art over photo-realism. Think TF2, and Mirrors Edge, as opposed to Crysis.
January 5th, 2009 at 10:51 pm
Hmm… developers be more like Valve? They seem to do many (though not necessarily all) things right.
And Monkey Island 5. I know there are people talking about new IP over old… I agree, but I think it is perhaps better to drop an IP when there is not much else to visit in it, rather than kill it straight purely to make something new. I’d say Half-Life’s world has a lot more to give. Everybody (OK, not everybody) wants more GLADoS. The lack of a sequel to BG&E was lamented on these comment threads and rejoiced at its announcement. So I wouldn’t say that a lack of sequels for the year is desirable – a good game can be a good game in an old universe…
If there is a MI5 they are not allowed to make it 3D. That was a bad idea. I preferred the 3D option, SCUMM3D, given in MI3 :D
January 5th, 2009 at 10:55 pm
Please please please please please let Borderlands be great. Like, really really really great.
Also yes, make these games more moddable. Dawn of War 2’s absence of mod support is a terrible blow considering how much mods gave life to DOW1.
The thing with mods now, as someone who was around in the golden age with Quake 2 and Half Life 1, is that everything cycles through so fast, and it seems like its impossible for mods to even gain a solid fanbase. I mean, there’s something sort of sad and futile about it sometimes. Red Orchestra is a good case, it has 3 highly polished mods out, that basically cover every western theater of WWII. Only, they were finished about 3 years too late, and no one plays them.
Mods today seem to be made today more from the perspective of portfolio work for people who want to get into the industry, even if no one plays the damn things.
Is it still counterstrikes fault? WoW? They seem to absorb these massive fanbases and no one ever seems to move out of them. CS’s fanbase even back in the day was massive, but there seemed to have been plenty of love to go around.
Is it the high turnover time thats really killing us?
I dunno, its just really sad. Maybe its just my perspective now, as someone who’s not really part of the scene anymore. It just gets depressing when you have these derelict websites and forums for mods that are in production and except for a post or two, the rest of the topics are years old.
Anyway, I’m rambling. I hope modding can make a comeback. RPS guys, do your part on that front. I know atleast two HL2 mods are expecting updates this year, PVK and Dystopia are both due. You guys didn’t mention the new release of Sven Coop either. It may not be a huge thing, but having at least a mod-round up feature would be awesome.
January 5th, 2009 at 11:00 pm
If the original writers and designer(s) want to revisit Beyond Good & Evil, I say let them. Its a sign of love for their own work.
If they’ve merely been told and are uncertain or unready for revisiting it, then its mercenary, and no one should want to have anything to do with it regardless of money making potential or demand for it.
Really, its all about the intent and the execution, if either are lacking you’re in danger of making a very big mistake.
Also, I agree, talkie talkies about cool PC game modifications would be purdy cool to see here.
January 5th, 2009 at 11:00 pm
I’d like a game that combines the AI director of Left 4 Dead with the adaptable story of Far Cry 2 with the open world of Fallout 3 coupled with the extraordinary polish of GTAIV (in terms of the world not the stability) and the epic feel of Mass Effect. Surely not too much to ask.
Was 2007 really that big? I can only remember the Orange Box now.
I feel that 2008 has been the best year for games in a long time. Although some may not have met all expectation, the vast majority of games were certainly enjoyable. I can’t remember the last time when I could have bought about 6 new games all at one time.
January 5th, 2009 at 11:00 pm
Falwell says:
World of Darkness Online info. Reynir needs to come up with the goods.
January 5th, 2009 at 11:02 pm
Flint says:
I agree on the FPS issue. FPS games have long been one of my very favourite genres and it’s pretty annoying to see a once lovely genre now being a bunch of copycats copycatting eachother.
I want to see variety in FPS games. Bring back new and different worlds, new and different adventures, not just a bunch of games that are either macho scifi, gritty scifi, pseudo-realism (WW2 games that are still going on and alike) or gritty pseudo-realism. I’m not saying that FPS games should be colourful toony tralalala frolicking but what happened to your game looking different to its competition? I’d even accept some corny “super space marine saves the universe” game with more open arms if it wasn’t stupidly brown/black/darker shade of black in gray and black tunnels and “woah this is HARDCORE GRITTTYYYY” bilge.
And where the hell are all the different settings? Undying’s 1920’s look, Hexen’s fantasy world, Half-Life’s science complex that actually felt like a living place and not a labyrinth hell with no lights or any logical design in the first place? Sci-fi thematics are such a gigantic thing where you could spill your imagination into countless billion different worlds but somehow we’re stuck on USS OhBugger who went to play with some organic bodysplitting horrors and whose crew now serves as the new wallpaper of the ship. There’s a few jungle settings here and there nowadays to offer some change but even those are all the same damn jungle.
Actually I’m just kinda tired of 90% of games looking completely identical to eachother in general and thus my largest demand in general for 2009 would be the diversification of games again, visually and in setting. Take some risks, create some new plots or gameplay elements, make the scene look a bit less stale. And I want the bigger studios to do this with their flagship games, not just this indie game faffle that everyone else seems completely fappy over but I can’t find a single thing that doesn’t feel ridiculously hyped up just because it’s indie.
Also agreed on whoever said that we need less open end sandbox gaming. I want to engage in fantastic plots and large personal experience moments again, neither of which the sandbox fad offers. Related to this, more story – more engaging stories with memorable characters. Even if it means more cutscenes, which I’ve always liked anyway. The whole “you’re in full control all the time” thing tends to bugger up dramatic effect quite a lot.
And HL2 Ep3 thx.
God how one rambles when he’s in lack of something to do.
January 5th, 2009 at 11:03 pm
I predict 2009 will be year of the FPS MMO, the soon to be late Tabula Rasa not withstanding…
January 5th, 2009 at 11:07 pm
First off, nice Death Cab reference, John.
More than the first person shooter, I want some innovation with the RTS. Of the mainstream PC genres, it’s probably the most uniquely PC-specific, and it’s one that hasn’t seen a whole lot of new ground broken, or even frequent releases. The only RTSs I can think of that came out last year were Multiwinia, which didn’t leave much of an impression on me, and Red Alert 3, which was polished and fun but not really anything original. The good news is that Dawn of War 2 and Empire: Total War (and possibly Starcraft 2) are coming out next year, and might breathe new life into the genre.
I’d also like to see better writing in games, and stories that aren’t complete throwaways. This seems to be getting better at a lot of studios, although 2008 did give us Fallout 3, which is the most poorly-written RPG I have played in a long time.
Going along with that, I’d like to see more games that take advantage of their interactivity to play around with the concept of narrative. The best games I’ve played this year were ones where stories and drama flowed naturally from the gameplay, like in Left 4 Dead, when I ignored my dying friends to make a last-ditch run for the boat on Death Toll, only to attract the attention of hundreds of zombies, who surrounded me and tore me to pieces 10 feet away from safety. I’d like to see more in the area of procedural narrative, or simply taking advantage of the dynamic nature of games to create interesting stories. Err, like Left 4 Dead.
January 5th, 2009 at 11:07 pm
“Even if it means more cutscenes, which I’ve always liked anyway. The whole “you’re in full control all the time” thing tends to bugger up dramatic effect quite a lot.
And HL2 Ep3 thx.”
Not that I want to sound pedantic or anything but technically you’ve contradicted yourself there since Valve is all about staying away from cutscenes whilst sticking to the story. I’d say the key thing is that either can work, its just important that you get it right whichever way you do go.
The whole lone gunman trooper only alyx can shoot which draws your attention to the walker carrier at the beginning of episode 1 being a brilliant example of how to pull non-cutscenery off.
January 5th, 2009 at 11:09 pm
Yeah, I agree flint. I think thats why Zeno Clash excites me, even if its not any good, its just so unique that you have to try it.
I mean, I hope soon, people will begin realizing that with all this computing power, maybe its time to I dunno, not make things look like they are? TF2 was a step in the right direction in that regard. More Bosch and Van Gough, less Bob Ross.
January 5th, 2009 at 11:14 pm
Gap Gen says:
I dunno. I mean, I get that conversions or sequels can be good (hell, I preferred LotR the film to LotR the book). But what people loved about BG&E (or what I loved about it, then) was that it was something new, something fresh and different in the gunmetal grey world of gaming. Now I want something new and fresh again.
I know Ancel’s team can do it, and I had assumed that the Rabbids were its cash cow (not that BG&E2 will be a massive populist hit). Hopefully their next game after BG&E will be another original idea. As it is, I respect Schafer far more at the moment, even though I’m somewhat ambivalent towards Jack Black and the last trailer for Brutal Legend didn’t enthuse me so much.
January 5th, 2009 at 11:16 pm
Citizen Parker says:
I just want the end of the morality slider and choices between “obviously good” and “obviously bad” choices.
So really, the same wish I’ve had since, oh, ever.
-Parker
January 5th, 2009 at 11:17 pm
A full set of Class unlockables for Team Fortress 2 wouldn’t go amiss. Seeing as only 3 of the 9 classes have their unlocks and the game’s been out 14 months already!
And yes, AI Director + Far Cry 2 would be a much more wonderful thing.
January 5th, 2009 at 11:20 pm
Flint says:
I haven’t actually contradicted myself, I just managed to leave out crucial information while editing before posting :D.
I think Valve’s so far been pretty much the only one who’s managed to do the whole “fully in control all the time” thing right, particularly with HL1. They pretty much know how to design crucial plot events with the fact in mind that the player can go and fool around any way he wants while information is given, they know how to draw attention to the right things and, well, make the non-existent cutscenes seem like living moments you’re actually involved with and not just a guy yapping in front of you.
Either can work yeah, and there’s certainly a lot of games with boring “standing people yapping in DRAMATIC CLOSE UP” cutscenes, but to me the whole constant full control is much more jarring when it’s not executed perfectly than the other way.
FPS games have never really been known for grand stories (or cutscenes) anyway, I was more talking about the sandbox game trend as I mentioned my wish for more actual stories. Though I wouldn’t mind FPS games having more stories either.
January 5th, 2009 at 11:26 pm
Matthew says:
Our plan over at Blurst is release 6 games in 2009. Here we go…
January 5th, 2009 at 11:34 pm
More free time… I already have about 5000 hours of games to get through. Especially more free time to play games co-op with my other half, so if you must demand I prophesies 2009?
More Co-Op games, in new genres. I want TES5 to have full free roaming Co-Op, a new spacerangers/kings bounty type game with mutual exploration and battle. Even an X(such as X3: Reunion) series game where you can drop into a persistent but private to you and your friends world, where you can manage a corporation and fight off alien scum, or just pay them off with rare ore.
I want free roaming, I want co-op, but also a sense of ownership and property. You can apply this to any genre be it a stalker co-op mod, where you can give commands to the ai and have them hold territory you decide, rather than the computer. But when they claim it, they don’t just rigidly stand like man turrets. They staff permitting take breaks, sit and play guitar, and if relaxing isn’t possible suffer nervous breakdowns.
Empire total war multi player campaigns look like good fodder for co-op, pick 2 Islamic sides and declare jihad on the heathens, each specialising in different areas. I’ll bring the siege weapons if you manage the elephants?
A company of heroes co-op campaign, with a small number of units for the pop cap, but a desperate need for careful execution. “Get mines on that BLOODY bridge! NOW CORPORAL!”.
Also Swat 5 to be announced to be in development, and Irrational(they are not 2K anything wash out your mouth) can forget all about that silly Bioshock nonsense. For new equipment I want access to a baton and one of those trucks with a water cannon for a more European flavour to my police brutality.
Hmm…. Name the game, add meaningful co-op, and the capacity to add things to the world that matter? I’ll buy it. I’m looking at you Love.
January 5th, 2009 at 11:34 pm
I’d like a game that combines the AI director of Left 4 Dead with the adaptable story of Far Cry 2 with the open world of Fallout 3 coupled with the extraordinary polish of GTAIV (in terms of the world not the stability) and the epic feel of Mass Effect.
Oh god yes, I think I just came.
@Falwell. This year. don’t ask me how I know, I can’t tell you. I’m taking a huge risk telling you even that much. It all depends on whether or not CCP implodes in the next few months, which it might.
January 5th, 2009 at 11:38 pm
Oh yeah, to coincide with Matthew’s comment, I want 2009 to include more games from Flashbang.
January 5th, 2009 at 11:39 pm
Y3k-Bug says:
World of Goo has a reference to Portal? Like, an overt one, or do you mean in terms of its minimalist, superior game design?
January 5th, 2009 at 11:42 pm
ok, wait…
no…
ok, so…
A first person shooter and third person beat-them-up (read: dynasty warriors) hybrid, kinda like ikaruga but with perspectives instead.
kinda like battlefield 2, only your enemies are either blaster resistant or light-saber resistant.
/jumping aboard the force mating FPS with every god damn genre train
January 5th, 2009 at 11:45 pm
As far as FPS are concerned, I think they need more seamlessly integrated gameplay variations. I’m not talking about the obligatory ‘vehicle’ sequence, which works better when used like HL2 as opposed to Gears of War, or situations tailored to a specific gameplay mechanic. A solid melee system, like Riddick for example, increased interactivity with the environment and an integration of Mirror’s Edge like moves, less acrobatic of course but enough so you could have some exciting foot chases/close the gap between the enemy in a cool way etc, all mixed in with main meat of shooting would improve the experience immeasureably. Basically when you watch an action film the hero does a hell of a lot more things than just shoot things.
Obviously writing really needs to improve. Most games I play now have really well presented but completely uncompelling stories. The storytelling techniques have improved considerably and it’s about time we has some good well written stories to tell.
January 5th, 2009 at 11:46 pm
Y3k-Bug says:
Oh, and more on topic:
I am dying to see what Valve does with the AI director in their future games. I’ve become a big fan of the randomness they’ve come to instill in their 2 latest online games: Team Fortress 2 (critical hits) and Left 4 Dead.
Also, I’d like to know if Valve plans on instituting some form of the AI director into their single player games. That seems to be the next logical step for Valve to take, getting cohesive, randomized single player action that remains compelling throughout.
Can you tell that I’m a Valve fanboy yet?
January 5th, 2009 at 11:47 pm
Oh yeah and obviously the AI director would be a great addition to any single player FPS. I seriously hope Valve are considering it for EP3. It doesn’t have to ‘on’ for the whole game but certain sequences, like that big battle at the end of Ep2, would certainly benefit from it.
January 5th, 2009 at 11:48 pm
@ DSX Sadly I doubt 2009 will be the year of the FPS MMO, but I sincerely hope to be proven wrong. I’m surprised no one else seems to have mentioned MMO FPSs in the comments
Sadly I was too young / poverty stricken / on stupid dial up to try Planetside but I really feel FPS MMOs are something more companies (or just Valve, either is good) should be looking at.
I’d like to see two clearly defined routes explored, one with a realistic modern day feel and the other I would pitch as Worms meets TF2 in terms of the more relaxed feel along with truly insane weaponry.
I’m not sure whether it could work on an ongoing MMO scale, but you don’t even need to have the standard two factions, what about a players vs the world survival type game but on an epic scale?
Plus I think with FPS MMOs there is a real chance to do away with the ridiculous pursuit of ever better gear / stats. Lets just have a certain amount of points to spend on key talents right from the off which will augment your play style (e.g. heavy armour, speed, stealth, regenerating health, jetpack), numerous classes in the vein of TF2 (excl support ones – see next), one ’support skill’ think ammo resupply, medic ability, building, and then finally 60 or so weapons where you can choose 3 (heavy wep, side arm, melee – think tf2 again)
Give us a world to play in, map out loads of zones which can be taken and captured by player created clans, maybe throw a few much larger more powerful AI factions (which could act as King of the Hill bragging rights type things for the larger clans). Maybe also give each clan a ‘locked’ zone for them to call home.
Throw in a ‘mercenary’ feature for those billy-no-mates out there where it’ll group you up with a bunch of similiarly friend-challenged associates and set you a one off objective that you can knock off in 20 mins or so, such as harassing a zone of a particularly powerful player clan.
Sprinkle liberally with an assortment of vehicles, lighter versions which players could almost ’summon’ ala mounts in WoW, heavier ones or multiuser ones which can only be built at engineering type yards in the zones you capture
To add a more persistent element you could allow clans to earn resource type points from the zones they own to spend on upgrading defenses of those zones and employing AI to defend them.
Chuck in a basic diplomacy system to allow clans to forge alliances, preventing them from acidentally (or intentionally) harming each other. Obviously it would allow you to cancel alliances perhaops giving 24hrs notice before that clan becomes fair game again
January 5th, 2009 at 11:51 pm
I don’t think a game like portal is easier or cheaper for publishers to make. Especially as they don’t seem to be able to get their head around the ideas that go into it.
You brought it up so lets run with it, why couldn’t mirrors edge be made to a similar budget as portal? It had more content than portal certainly but I bet it wasn’t cheaper to produce than Dice’s other games despite being a five hour long single player only game. It feels like they couldn’t get their head around cutting it down like Valve can and maybe they can’t. Can you cut a game down to short, exceptional bases with a general team of devs instead of a hand picked team of extremely talented devs?
January 5th, 2009 at 11:52 pm
RichP says:
I’d like to see less money spent on graphics
Or the rise of art styles other than photorealism. I still love well-done 2d art.
Elemental: War of Magic, Stardock’s next TBS, is doing everything I want in a game. Do a write up about it, RPS! The beta should be out later this year.
Looking forward to Demigod, Empire Total War, and Black Mesa.
January 5th, 2009 at 11:57 pm
I want to see some abso-fucking-lutely beautiful come out of the CD Projekt studios.
I want to see some totally-impossible-to-make-in-the-US games come out of Russian gamedevs. Thrussians!
I want to see what the heck Big Huge Games are up to!
January 5th, 2009 at 11:57 pm
Y3k-Bug says:
I think the bigger problem with other dev’s making a game like Portal is that fact that very few developers (if any) have Valve’s extremely polished playtesting apparatus.
January 6th, 2009 at 12:03 am
More mac games of the non-diner dash/card game/puzzle game variety. Please.
More games focusing on a good story and gameplay. Please?
Actual adventure games like they used to be made. Or, if you so choose, a game which actually matches or even surpasses X-Wing in the sci-fi space-flight sim genre. Preferably both. Please!
January 6th, 2009 at 12:04 am
Y3k-Bug says:
Oh, and just to throw it out there:
What I’m about to say is probably heresy to most, but I kinda don’t care about stories in videogames. Give me gameplay that is cohesive, compelling, and quality. If you can’t get the story going, don’t sweat it. Just keep it out of the way.
A question to the audience: how many feel that Bioshock’s storyline got in the way of its gameplay after that bit with the golf club, which many agree is where the game tailed off?
January 6th, 2009 at 12:08 am
RichP says:
@Flappy: That’s the problem. The Big Publishers can’t make inexpensive games. Both EA and Take-Two recently reported record revenue, yet posted losses! That’s fucked up. When people bitch about the end of PC exclusives, it’s because everyone wants to make a game for $30 million; that kind of money necessitates cross-platform releases and mass appeal. If you want good PC games, look to private studios.
As an aside, the industry needs to learn a thing or two from Stardock about producing cheap, good games, especially on the PC side of things. (I frequently use Stardock as an example because they’re fairly open about costs, sales, revenue.) No way in hell could EA have made Sins for less than a mill; they’d blow that much on stupid cutscenes. /end rant
January 6th, 2009 at 12:08 am
I feel like listening to Death Cab For Cutie now. And maybe playing Galactic Civilizations if I can’t get Universe at War to work.
January 6th, 2009 at 12:17 am
I’d like nothing to come out for about four months so that I can work on some of the stuff I already have. Thanks.
January 6th, 2009 at 12:21 am
Wanna know the best thing I’ve experienced in an FPS since the genre was born?
Being LOOKED IN THE EYE by Alyx in one of the Half Life games. It was so surreal… all of a sudden she was human… I looked back, and after a couple of seconds she looked away. True (coded) embarrassment? Random animation? Doesn’t matter… had the same effect on me. Their characters are actually people!
Basically, they either need to release a new FPS, or someone to incorporate the same level of storytelling and characterisation in their own FPS. Then, 2009 will be a great FPS year.
But yeah, RPG elements in FPS was great on paper, but is really starting to get to me now.
January 6th, 2009 at 12:24 am
Maybe 2009 will be the year in which, for the first time, I will play only indies. Maybe I will also try to develop someting by myself… In my spare time. This could be a good pastime.
January 6th, 2009 at 12:32 am
@RichP: Exactly! I’d hate to think how much Mirror’s Edge cost. And why? 5 hour FPS platformer, you should be able to do that on the cheap.
I wonder if EA/Ubisoft are capable of making a game where they aren’t counting on at least a million sales to break even. Even Battlefield Heroes looks like it costs a lot of money and it’s meant to be a korean style itemshop game!
January 6th, 2009 at 12:37 am
There’s more to the voice acting issues than the direction. These games need to hire writers, GOOD ones, not like NBC. That’s the only hope a decent comedic game, and it would go a long way towards helping the voice acting not seem to tacked on.
January 6th, 2009 at 12:40 am
FYI developers: Hiring someone like Billy West or Frank Welker will get you a lot more mileage for your cash than hiring some star who can’t voice act.
January 6th, 2009 at 12:48 am
More World of Goo. More Left4Dead. More games as original as those two, with AI Directors out the wazoo.
January 6th, 2009 at 12:55 am
John Walker says:
Y3k – you’re absolutely right. I got myself all muddled. World of Goo references You Have To Burn The Rope, which references Portal. Which I’m fairly sure doesn’t count : )
January 6th, 2009 at 12:58 am
Post Maker says:
Big post; skip by it maybe? Probably boring.
I would gladly play in a sandbox world, even at a much reduced size, if I were able to enter any building I saw. It was infuriating in GTA IV (among others) to think that I could escape through a doorway, only to find out that OOPS the next house over was the one that had the openable door.
Building on that, something along the line of Battlefield: Bad Company’s structured-interactive destruction would be nice if it were applied to a sandbox world (again, even if it were much, much smaller). Being trapped in a building, and deciding that the best way out was to blast out the wall behind me and jump through the hole was a wonderful experience in Bad Company, and I’d like to have that experience again (in a single player mode, one that feels more polished than what Bad Company offered [although I did enjoy what it offered too]).
Building again on that, a reasonable replacement or hiding of invisible walls in such a small environment would be incredible. Setting it on an island doesn’t work; the player wants to swim. Building blockades (of enemies) in a rough circle is workable, but still odd; the player will find a way past those blockades, and if they hit the invisible wall before being killed it reinforces the idea of the limited world. A good solution is to let the player try and walk away from the game, but make it progressively harder to survive the further out they go.
Okay it is all theoretical nonsense from here on out:
For the example, I’m going to use a horror-themed game set in a small town. The town is covered throughout in a dense fog which blankets the streets at night (and recedes during the day for easy exploration of the houses and shops the town has to offer). From dense spots in this fog (used to conceal spawn points for enemy characters) come the monsters that the player must fight. During the day, the fog persists, but only on the outskirts of the town. In this way, the fog is used to define the current “playable” area of the town. As a player progresses through the game, the fog draws back from more sections of the town until the entire area is explorable, with the fog sitting around the town, forming a an easily recognizable boundary for the player to consider. It exists at all times and can be seen from most areas of the town.
The fog is used to hide an invisible wall, set far behind the fog itself. The town is a “playable area”, with boundaries that stop right where the fog begins, marking the “unplayable area”. The unplayable area is divided into several rings of increasing difficulty, with the last ring covering a huge amount of space and marked as a “kill zone”. As the player advances through the rings of unplayable area, the spawns becomes harder to defeat, and occur more frequently, while the fog grows increasingly thick to hide the frequent spawns. The kill zone contains monsters that will destroy vehicles and kill the player in one hit, and are unavoidable; they spawn right in front of the player (with the thick fog hiding this incredibly cheap tactic). These final monsters must either frighten the player or convince them that escape is impossible; they are towering fiends, lumbering through the fog and destroying anything they touch, monsters whose limbs are only visible when they are right in the middle of completely destroying you. They should kill anything near the player as well; watching the toughest monster you’ve ever seen getting killed in one hit by the new monster is a good way to establish how tough this new monster is. To help build up a mythos of sort around these monsters, they should only appear in the kill zone (never in the playable area of the town), and on top of that it should be a rare occurance for the player to hit the kill zone at all. Ideally, these monsters are never going to be seen.
In the unlikely event that a player makes it past a kill zone monster, the area of the kill zone is large enough to allow for another one to spawn in front the them. If the player is about to make it past this second monster then you interevene; the vehicle the player is driving (vehicles must be essential to reach this stage at all) gets picked up by the monster and thrown (back towards town, but don’t make that obvious) or crushes it underfoot. If the player jumps out of the car and runs away they still get killed; the monster crushes them with the car, or steps on them, or a smaller but still near-unkillable monster kills them. Be creative with this stage, because seeing the same cutscene over and again will reinforce the idea of the invisible wall even more than an outright invisible wall itself would.
It’s a little off-topic for this, but the fog helps with expansion packs as well; sections of the fog recede and reveal areas of the countryside that were previously inaccessible.
I have a lot more for this (a whole game concept, really) but the odds that any of it (as well as this) would be worth typing out are low. Is there any interest?
Sorry for the huge-post.
January 6th, 2009 at 1:06 am
In all seriousness, I’d be perfectly happy with 2009 if they annouce Planetside 2… for the PC. Other than that, Jumpgate with all the more interactiveness they promised (than eve) and alot more content shown for Infinity: quest for earth.
January 6th, 2009 at 1:10 am
Bug- Bioshock’s story didn’t get in the way of it’s gameplay after the ‘turning point’. It failed to live up to itself on the whole, if you know what I mean.
Without its story there would be no reason to play it. Lobby for more pure gameplay or gameplay that can more easily stand by itself all you like. It certainly wouldn’t hurt to have more of that around. But narrative driven games and games that seek to be more than the sum of their parts are another thing entirely from that.
January 6th, 2009 at 1:13 am
In 2009, I want Game Maker to be fully ported to Mac and Linux platforms. It’s a driving force on the independent scheme and it’ll just get better when more people can easily get involved.
As far as the commercial industry goes, I want to see two related but opposing things. The first would be shorter, cheaper games, like many others are asking for. I want this mainly because it will encourage developers to take more risks, as there will be less to lose on a given game. Spend less, charge less, experiment more, and have fun above all.
The second is related to this comment.
BrokenSymmetry says:
In 2009 I want something I didn’t know I want.
I want to see somebody decide to put it all on the line and try to add to the canon. It’s been a while since I’ve played anything that brought something big and new to the form. (I should mention that I’ve been waiting for some free time to sit down and get comfortable with Dwarf Fortress, which is the sort of thing I’m talking about.) There is a lot left to do in this medium and a lot of dreamers who can make it happen.
January 6th, 2009 at 1:21 am
Helm says:
I want games to have a thesis, something that they consider when they make all aspects of the game so all the aspects of the game reinforce that one point.
Yes please. What was the last such good game? Bloodlines? (when patched)? Pathologic? Generally: if you must have story in your game, do a good job of it, no token narration, it’s just instant-don’t-care, for me. I saw the Mirror’s Edge intro videos on youtube and it was such a facegroan for me that I don’t even feel like playing the game much now.
January 6th, 2009 at 1:23 am
Post Maker says:
Blindpsychic, I’d love to fund the idea but unfortunately I am not a large company comprised of thousands of people!
January 6th, 2009 at 1:28 am
I just want game developers to try new art directions. Photorealism and Cell shading aren’t the only choices you have, you know? I’m bored of most games looking all the same.
January 6th, 2009 at 1:41 am
I agree emphatically with the sentiment put forward by someone that open worlds should better reflect the player’s actions. Also, if a game is “open world”, it shouldn’t place restrictions on what you can do. Far Cry 2 is a prime example of this. When you’re inside a building, you can’t use any of your weapons (unless you need to in order to complete a task). You can’t even crouch, jump, or sprint! It’s completely ridiculous.
Fallout 3 does this well. Although I haven’t really played enough to see many consequences to my actions, I do appreciate the freedom it gives you. (I’ve killed nearly every NPC I’ve come across so far.)
In summary, open world games (and other games, really) should allow you to do whatever you want, and should change to reflect what you’ve done. That’s what I would like to see in 2009.
January 6th, 2009 at 2:07 am
I just really want games to evolve as an art form, you know?
January 6th, 2009 at 2:22 am
@Vandelay
the adaptable story of Far Cry 2
What adaptable story? What you do in the game has no effect whatsoever on how the plot unfolds. Or is that what you meant? That you’d like to see more games that can fit the player’s actions into the predetermined storyline no matter what they do? That doesn’t seem especially desirable, but there’s no accounting for taste, I suppose.
Regardless, I would like to see more games keeping you confined to the first-person perspective at all times, as FC2 and HL2 do. It helps immensely to make you feel as though you really are your character, no matter how little power you have over the actual storyline.
In Left 4 Dead, when a Smoker snares a survivor or a Hunter pounces on one, the perspective pulls out to show what’s happening. This completely destroys any illusion you might have created that you are your character, and reduces the scare factor of the game considerably. Watching your character get mauled is considerably less worrying than apparently being mauled and having to stare up into the face of a Hunter.
tl;dr version: First-person games should stay first-person, no matter what.
January 6th, 2009 at 2:30 am
@Post Maker
I personally would quite like to see more details on that concept. Unfortunately, I have no way of helping it become reality, but perhaps a more complete idea will attract the attention of someone who can. Also, it sounds interesting.
January 6th, 2009 at 2:58 am
The future of FPS is already out there. Natural Selection. And the sequel may see the light this year.
http://www.unknownworlds.com/blog/
Hopefully it’s the gameplay is not to technical for the masses.
January 6th, 2009 at 3:34 am
RichP says:
The cool thing about NS2: it can afford to be technical. Unknown Worlds clearly wants to maximize sales, but as an indie dev with a comparatively small budget, they can target a specific market and make some dough without diluting the experience to appeal to every gamer on earth. Is this the mythical small game we’ve mentioned in the comments section?
I’m buying NS2 solely to thank them for NS1. Whether or not NS2 is any good is irrelevant to me :)
January 6th, 2009 at 3:52 am
I’d like to play the final release of Duke Nukem Forever.
Too soon?
January 6th, 2009 at 4:27 am
2009 will be the year of the text adventure.
The one genre consoles can’t compete in.
January 6th, 2009 at 5:00 am
From FPSs I’d like to see more creative gameplay mechanics, like portals, given to the player to use and master over time.
From RPFs, much more free formness… Fallout 3 was great I think, sept the end… but it lacked a lot of free form I wanted. And I think the DC area was poorly executed. I’d much rather have had an open city with the actual streets and such, than huge piles of debri and then the buildings.
And from RTSs, I’d like to see more physics based tactics. Like shooting buildings from a certain direction and making them fall on my enemy. Or blowing up rocks to make a rock slide to take out my enemys army.
The rest can all just… get better.
January 6th, 2009 at 5:20 am
Freespace 3. It’s time. Barring that, a Freespace style game in the Mass Effect setting. They have a whole crazy universe set up, and I want to explore parts beyond running around in a small squad. Things like Guitar Hero and the Wii have demonstrated people aren’t adverse to buying peripherals if there are good games to use with them, so there’s no reason not to have some solid space-based combat action.
Also, a Star Wars: Empires At War/Sins of a Solar Empire/Homeworld style Mass Effect game would be the best thing ever as well.
January 6th, 2009 at 5:35 am
I’d already be happy if they would just make pc games at all, instead of all these incredibly exclusive console games with ‘maybe’ option for a pc version which forces me to wait 6+ months.
January 6th, 2009 at 5:46 am
Emotionally involve me. I want to connect with the characters, see the impact of my decisions, take righteous revenge when I need to, step in and kick some ass alongside people I care about in worlds that are unique.
Oh, and make me laugh.
I shed a tear at the end of Planescape Torment; what an amazing story, and so much fun too. When the girls in my party who I had been mercilessly flirting with the whole game suddenly broke into insults and then fought to the death over me I was astounded. God what I wouldn’t give to to be astounded by a game again.
The closest thing this year was Call of Duty 4.
January 6th, 2009 at 8:02 am
“So this is the new year. Do you feel any different?”
Is that a Death Cab for Cutie refference?
January 6th, 2009 at 8:49 am
a spore that lived up to what it promised: a realistic simulation of evolution from small to intelligence. and not have the graphics look like it was meant for small children.
January 6th, 2009 at 8:50 am
I want also more “phsychedelic” and “metaphysics” games, whatever that means…
January 6th, 2009 at 8:52 am
Linear isn’t a dirty word.
Don’t claim choice and openness if it is untrue. If the game is best served by being on rails, make the best game possible and own the decision.
January 6th, 2009 at 8:59 am
I want real AI in FPS.
I’d like some developper to use some extra AI card or AI code like this one :
January 6th, 2009 at 9:07 am
I don’t know how to make a link…
http://www.aiseek.com/demos.htm#D2
January 6th, 2009 at 9:08 am
I also want all the nice story stuff and voice acting that isn’t actually physically painful, but I don’t see it happening when after a good 12 years practice people are still cocking up the most basic elements of the FPS. I played Planetside (albeit briefly) back in the day and it was a wonderful idea with some things done very, very well, but the guns were pretty horrid and ineffective. It was rather like playing Halo (itself a rather treacley game) through an additional layer of treacle and with vaseline smeared on your monitor so that you can’t see properly and keep missing. Or maybe I’m vastly exaggerating because I had such high hopes for it and that after playing it for near enough a week solid I still didn’t like it.
As has been mentioned, there’s an awful lot that can still be done with the FPS with regards movement, setting and mechanics without getting to far away from the core mechanic of shooting people/things in the face. It’s about time that we saw this sort of thing in a big title – mods have been doing interesting things with the basics since the days of Quake. Actually, probably far more so in the days of Quake and Half Life because of the previously mentioned cost of creating all those shiny assets for new games (though it’s cost as in time for modders).
Someone mentioned APB and that’s a game I have really, really high hopes. I have heard talk that it will be out on 360, which suits me rather better than upgrading my prehistoric PC, but if that’s not the case then it just might be enough to pull me back in.
A proper open city is a nice idea, but that’s an awful lot of space that’s not even going to be used for anything in particular and that’s a big waste of time. I guess the solution would be to model the interiors of anything really important and to procedurally generate the interior of anything else when the player decides to enter the building, which would give you escape routes and impromptu battles without the necessity of creating 82,000 rooms that the player is probably never going to see.
I want that Aliens : Colonial Marines game that gearbox are making to really, really good. Like a 2009 version of the pant wetting-ly scary original AvP, with the epic sort of levels that implies and most certainly with the survival co-op mode that it had (up yours GoW2).
January 6th, 2009 at 9:39 am
Games critics such as John, Kieron, Jim and Alec are very keen on progression in genres and bringing something new, hence John’s statement about FPS games. I assume this is because they play so many games and would like to see something fresh, the next step etc…
But also i wonder to what extent that is shared by the gaming public. Are they bothered about progression? Sure, if you play a lot of games you will feel similarly but if you play less than 4 or 5 a year then are you bothered about genre progression or simply a good game? Perhaps the person who plays 20 games a year is extremely interested in progression but will the person who plays 5 will take 4 times as long to demand progress?
I dont really know… It just occurred to me that one way i differ to the critics is that progression doesnt bother me so much, i just want a good game. A bad game with genre pushing characteristics isnt going to get much of my interest.
January 6th, 2009 at 9:45 am
I’d just like to second that RPS atleast acknowedge Stardocks Elemental: War of Magic, or better do an interview with Brad or something. Pretty much it’s my most looked forward to game of 2009 (well the beta is, I’ve pre-ordered it already). The art style is certainly original and the gameplay mechanics certainly offer a few innovations. And it’s turned-based, and I love me some turned-based! :p
January 6th, 2009 at 9:58 am
2009 year of comedy I agree.. hey you never know Duke Nukem Forever might show up…
I also hope 2009 is the year of the Fallout3 mods! I so hope clever people are working hard on making some fun conversions. I’d kill for a co-op fallout, is that really so hard ?
January 6th, 2009 at 10:04 am
Happy new year dear RPS + readers!
I gave up on wishing that AI would actually beat the intelligence of a Pacman ghost on crack. In my ignorance i figured that multicore = smarter enemies.
Dropping corpses off a balcony in a new Hitman, where the shooting bit is actually up to par with ‘ordinary’ shooters. Now THAT would make me feel all warm and fuzzy inside.
January 6th, 2009 at 10:16 am
I’d like to see the FPS genre go somewhere. I want people to take the innovative, if flawed games within the genre and improve upon them. As good as games such as System Shock 2, or NOLF or Deux Ex were, they had their fair share of flaws that could and should be improved upon. It’s kind of pathetic that the high points of a particular game genre came out almost 10 years ago.
January 6th, 2009 at 10:31 am
Dear 2009,
Hi! How’s it going? Man! I don’t think we’ve caught up in, oooh, must be about 4017 years! What are you up to? I hope it includes procedural technology, because it’s clearly the way forward and is in desperate need of a sexy posterchild game. Possibly Subversion? I heard a rumour that you guys might be getting together, although watch out because I heard that lucious vixen 2010 had her eyes on it too.
Also, is there any chance of you collaborating with Infinity? This is exciting stuff! Tell me more! More! More!
Looking forward to seeing you,
Bobs
January 6th, 2009 at 10:34 am
“- I want 2009 to be the year of the comedy game.”
Ron Gilbert is here for you. Just do a youtube search for Death Spank. I would have liked to do it for you, but it was classified as spam apparently.
January 6th, 2009 at 11:05 am
I want 2009 to be like 2008 again. Maybe with a little less DRM/piracy controversy, and a little more success for new IP, but other than that, 2008 was fine.
January 6th, 2009 at 11:07 am
The Hammer says:
John, you were one word away with your World of Goo referencing Portal thing, actually. It’s actually World of Warcraft that does it! :)
I’d actually like to see more optimism this year than last year, less angry complaints and backlashes against popular or critically acclaimed games, and more games with cheer music.
Another set of games from Flashbang (I’m still loving the game about the shop that holds china which is sold by a minotaur), to find out more about this promising but vague DeathSpank game, Brutal Legend coming to PC, new content in Wrath of the Lich King (not that it needs so much, what with the expansion being huuuuuuge), and Dragon Age being absolutely wonderful and me being able to fall in love with it.
C’mon, 2009! Cough up!
January 6th, 2009 at 11:16 am
@ Eldoop
What adaptable story? What you do in the game has no effect whatsoever on how the plot unfolds. Or is that what you meant? That you’d like to see more games that can fit the player’s actions into the predetermined storyline no matter what they do? That doesn’t seem especially desirable, but there’s no accounting for taste, I suppose.
No that isn’t what I meant. I mean the way different characters appear at different locations (adaptable was the wrong word really.) If the different personalities of the different characters actually had an effect on the outcome then you could have so many different variables. It isn’t really used to its full extent in Far Cry 2, which is why another game should take its lead. I hope that this technology doesn’t turn out like Red Faction’s destructible environments, where just because it doesn’t work in the original game every decides that it is impossible to make work.
January 6th, 2009 at 11:43 am
RichP: For me UW kan tech-their-ass-off. I just want them to do very well and see what they can do with a bigger budget.
I think it’s time to revive the FPS MMO’s too. I wish Dynamix were around and did a proper retry on Tribes. Maybe make it a tad more difficult so people wont buzz all over the place. Someone has to work out how to make people follow orders and do their job better in FPS MMO’s. Not just penalties as in longer spawn times. Why hasn’t anyone done stuff like automatic back mounted turrets? Imagine if the frontline looked more like a crazed shoot’em’up, you got to get peoples adrenalin pumping when running out of that trench. The sky should be the limit when it comes to skills.
Or bring in stuff you see RPG’s, some kind of technical companions, heck, give me a metallic wolf creature or swarms of nano bots. Much more upgrades and customization, especially in the looks department. Why can’t I paint my own dude? TDM & CTF is fun but why can’t the battle be about something else? Something that actually gives your team an upper hand. I had something on alien artifatcs but lost it.
And there is really more room to explore with having some kind of commander. Generated battlefields and satellite navigation should be a tech. I also really like the idea of having to prepare for battle, build that bunker, crush that big rock, build a wall and place the turrets, cut down the forest and build a smoke screen, haha.. you want fire in your back when the enemy comes over that hill. The commander could even “draw” up the trenches. And killer abilities like being able to camouflage into a rock but stil move around. I miss boxwars. Damn I see it so clearly now. Okey I’m rambling and asking a lot.
January 6th, 2009 at 11:50 am
If as stated it takes 18 months for changes to take effect then I believe 2009 will be very exciting, after all the orange box came out over a year ago, I would hope everyone noticed and has learnt something from it.
I find it strange for Valve to be so ahead of the game and other developers not to learn from it. They seem a very open company, surely there is no hidden secret to their success.
Lots of good ideas above, I especially like the FPS with fog of war that appears to be set in M Night Shamalyn’s “Village”. Open world gaming set in a city is too ambitious, set it in a Village and you can fill in all the detail, after all Oblivion’s world of Cyrodil set in whole country can be walked across in less time than it takes for me to walk across my parish (Morrowind may be a different matter).
Also why have just one protagonist? I know people like to identify with the character they are playing but it’s much easier to create a character driven and dramatic story if you can have multiple personalities involved. Take a lesson from “Eternal Darkness” and Dr Who if a character is getting a bit stale kill them off and shift to a new one.
But mainly learn form the mistakes and successes of the of the past and I’ll be happy, I only play a handful of games a year, I don’t have to wade through the muck that the professionals do.
January 6th, 2009 at 11:54 am
John Walker says:
I’m deleting all the pedantic comments about in which year a decade begins. While it’s technically correct that a decade begins in the X1 year, that’s not how anyone thinks. There are very few people saying, “Well, no actually, I think you’ll find actually 1960 wasn’t actually in the 60s at all, actually, actually.” I think it’s time to get over the 2000 vs 2001 huff and move on.
January 6th, 2009 at 12:09 pm
The single biggest improvement I want to see this year is stability. I bought Crysis, installed it and then shelved it in disgust after weeks of trying to cure numerous bugs and glitches. The whole game is now soured for me and I can’t bring myself to go back to it purely because of my initial experiences.
The same, I fear, will be said of GTA IV. I’ve had such a game (ho ho) of trying to get the damn thing working that I’ve all but given up. The single game I most anticipated over the last 18-24 months I am rapidly losing any interest in whatsoever purely because I can’t play it.
Is this really what I spend my hard earned pennies on?
January 6th, 2009 at 12:10 pm
I’d like to see that “free games trend” finally established. And in order to do so, you dev dudes will have to properly release Battlefield Heroes and Quake Live. And I want them not to suck. I want them to be a blast, just like, I don’t know, Gunbound was at the beginning.
That would bring some new life to the FPS genre, I guess.
Oh, and I want you mod dudes to fix Fallout 3. You would become heroes to the eyes of many people. Including the eyes of the most lunatic community ever known to the internet. Praise No Mutants Allowed!
And I want to be able to buy any game in Steam. Come on, I would really like to play GTA 4, despite what pretty much everyone said about it.
January 6th, 2009 at 12:19 pm
Gap Gen says:
John: Out of interest, does anyone think of gaming in decades? I suppose there was perhaps a kind of shift between, say 1998 and the early 2000s where gaming became more populist and the boundaries between console and PC began to blur, but I’m not convinced that it’s useful to pigeonhole games by decade except as a general “this is what was happening in this rough time”, in which case the 2000/2001 debate is arbitrary (which is kinda what my deleted post was implying). After all, I think that 2000 was more like 1998 than, say, 2002 in gaming terms.
Not that this was a central part of your thesis, but nonetheless.
January 6th, 2009 at 12:24 pm
I agree with H.
I got Warhammer Online, and for many, the game is virtually unplayable as far as the open world Realm vs. Realm (RvR) combat goes. Memory leaks on top of unstable clients and a host of other minor issues accumulate, and even a 24 vs. 24 combat tends to grind down to a standstill. That’s just one warband against another, and doesn’t get into the huge open world 5 warbands vs. 3 stuff (re: crash to desktop).
(For the record, I love the game, but I stay well away from open RvR because of that reason, among others, which is painful as it’s supposed to be an integral part of the game)
The Starscape makers listed a series of ‘Player’s Rights’, among them was ‘I have a right to expect that a game I buy will run on a system with the minimum requirements’.
I’m hoping that we’ve seen enough large scale failures (AoC) that maybe commercial game companies will be a little smarter about things & start taking their customers into account.
January 6th, 2009 at 12:25 pm
I would like… well it’s like a large hat, with a reddish brim, but it has this kind of.. lever on one side and you don’t wear on your head, you strap it to the back of a nearby dog.
January 6th, 2009 at 1:25 pm
Thanks John, I will start counting on zero by now, you are my hero !
January 6th, 2009 at 1:31 pm
Post Maker says:
I’ll guess by the three supportive posts that I should move all my fancy gaming’ idears to a blog and hope for a link from RPS about 3 nevers from now?
What kind of setup is RPS using?
January 6th, 2009 at 1:44 pm
The FPS is certainly in trouble. As far as full-scale, single player FPSes go, the space is fairly well mapped out by Wolfenstein 3D, Terra Nova, System Shock/Deus Ex, Half-Life 1, Thief, Halo 1, Far Cry, Stalker and Mirror’s Edge. Between them these pretty well describe all the major gameplay styles and mechanics attempted in the genre, and it’s hard to imagine anything adding to that list. Every area of FPS gameplay has been explored: strategically open vs linear gameplay, tactically wide vs constrained environments, broad vs tightly refined arsenals, open vs cover based gunfights, NPC interaction, squad control, stealth, platforming…
On the other hand, maybe it’s a good thing that the FPS has nowhere left to go. It’s far too appealing and fundamental a genre to fresh audiences to ever die like the adventure game or shmup. With new FPSes unable to differentiate themselves by either graphical or mechanical revolution, perhaps they’ll be forced to push the envelope on storytelling to stand apart. As any passive medium can show us, this is a potentially unending avenue of creative exploration.
Maybe Bioshock is the first of a new breed. Passable graphics, off-the-shelf mechanics and a one hundred percent focus on setting and story – without any attempts at revolutionary storytelling techniques.
January 6th, 2009 at 1:47 pm
The voice acting bit I fully agree with. The last time I heard really inspiring voice acting in a game was prolly System Shock 2… nothing has really come close since.
WoW is likely the best example (next to STALKER) of game that desperately needs better voice acting. It’s hard to take storylines seriously when the voicing is laughable.
And yes, it is amazing to me as well that companies can focus as much on graphics as they do and totally miss this. Voice really completes the immersion into a game. It needs to be taken more seriously.
January 6th, 2009 at 1:58 pm
@Post Maker: Technical limitations. Any game set in a free-roaming town where you can go into any building and knock out random walls will have to look like complete ass to hold a playable framerate. Players assess a title’s quality and thus value largely from visual fidelity, so that means it’d have to ship as a budget title. A budget price point means you now *have* no budget, so now you need to find programmers to assemble this exceptional engine and artists to build the town with far less money than the average AAA game that doesn’t need to deal with these issues.
On the giant monsters in the fog thing, you’ve just spent something like $100,000 on an alternative for the usual cliff face/unbreakable wall/ocean that wastes player time and also means your screenshots have no pretty background scenery. I’m not saying it couldn’t work, but…
January 6th, 2009 at 1:58 pm
I would like soem more Eastern European Games, they seem to be the bastian of hope for the PC, they may be buggy as hell, they may have some weird ideas but I’m loving every one of them that come out in the mainstream. EA can frankly go to hell for all I care now a days, there time has come and gone. Can’t wait for Cryostasis, Metro 2033, and the others coming out.
More Bioshock like games I have to, ones that push the story and atmosphere of a game. I think Bioshock opened everyones eyes of what you could do with a game, sure there is complaints about it and yes it kind of did copy System Shock 2. But the story, and the philospying really stood out. And so did the enviroment. More Please!
And more great RPGs, Mass Effect and Fallout 3 came out last year and they were both superb. Hopefully Bethesda doesn’t do an Oblivion with there Elder Scrolls 5, and learns a bit more on Fallout 3. And can we please get some games like Balders Gate, and Planescape. Also maybe Square Enix could bring out FF13…please pretty please, your releasing The Last Remnant.
January 6th, 2009 at 1:59 pm
Physics properly integrated into games. Not as a gimmick, not as the point of the game. Just there and natural (eg GTA IV, but more so).
MMO games which don’t revolve around quests, levelling and loot (APB, I’m looking at you).
Mental Russian games reaching a wider audience.
Every PC game downloadable, at retail price or less.
January 6th, 2009 at 2:13 pm
Post Maker says:
Randomnine:
It’s still just a theoretical thing at this point, but the idea was that if it was ever going to built that it would be made sometime in the mysterious future. Sometime around 10 or more years from now (2020?), maybe.
Not that it would, because a lot of the things that would be in it are massive wastes of resources and time, but the whole thing was/is only being used as an exercise in game design theory so I figured I could think up anything at this point and scale it back after the concept was done.
ZOOP here’s a lot of text you won’t be reading:
It all started out as a challenge to remove death from a game, but still let the player fail in some way. We had the idea of numerous situationally-based “death” cutscenes that still technically killed the player, but instead of reloading from a saved game the player was revived somewhere else, completely alright barring a (temporary) drop in health/ sight/ movement speed/ armour, etc. After looking at that, we needed to figure out a way of explaining how the player was revived if there weren’t any people around (if the player was in a sewer system, or out in a forest for example), which lead to all sorts of improbable horseshit ideas being flung back and forth, one of which was, “What if the player was a zombie?”.
Working off that, and after deciding that a zombie wouldn’t have enough real mainstream appeal (everyone says they love the idea and would play the life out of it, but rarely will they cough up the money when it comes out) we went with the “mysterious force” route trying to figure out what we could use to bring the player back. We hit a dead end, but we solved that problem later when coming up with the “mysterious fog” idea for hiding invisible walls. If the fog spawns monsters, turns people into monsters, and allows those monsters to come back from death, why not have the player affected by it too?
This worked out well (again, still theoretical so anything could work out well at this point) because not only could we avoid frequent load times at high difficulties, we could rubberband the player back into town if they tried to escape and were defeated in the unplayable area’s kill zone. It also let us make use of other people inside the game world, something that wouldn’t have made any sense up to this point (how could they have survived?). It let us think in terms of interaction with people (talking, bartering, etc.) instead of interaction with monsters (shoot at it until it dies, hit the weak spot for massive damage, etc.) and lead to the idea of shop keeps and quest givers (which isn’t always the best route but none of this game is real so it’s not all that important right now), locked away in heavily fortified positions but still needing your help.
This is still being tossed around for feasibility (as is the idea of other people existing in the game at all [co-op is included in that debate]), but we were considering a bartering system in exchange for services. A doctor would dress your wounds (and do it better than you ever could to ensure that she doesn’t become redundant), but she’d want some help from you in exchange. She’ll patch up half your wounds and do the rest later when you’ve brought her some guns to defend herself with, or boarded up some of her windows to prevent the smaller monsters from causing too much trouble. Bringing her medicine will allow her to do her job more effectively, and in general helping ensure that she stays alive will reduce the “barter cost” for the next time she needs your help. A mechanic could upgrade your vehicle with armour and weapons if you provide junk metal and guns (stolen from from the gun shop/ homes of dead residents), and he’ll do it for you faster if you provide him with food and medicine, weapons for himself or messages from/to the other shopkeeps.
What these people want won’t always be the same. Some of them will want money (even though it’s worthless) so you’ll go and rob the bank. Others will want vehicles to try and escape, information, or transport to a new safehouse, in addition to the standard means of bartering (food/ water/ guns/ ammo, etc.). Doing these tasks for them will allow them to help you more effectively, and in turn they’ll let you know where other people are holed up so you can expand your list of helpers (although there won’t ever be any more than 12 or so people to talk to [depending on the size of the town]). Of course this all boils to down to standard fetch-questry, which is why it’s under debate, but if the barter quests were spaced out well enough and were never allowed to interfere with each other or other missions (as well as being fun, and having a story behind them) then it could be done. The hope is that the fetch-questing could be used to flesh out the character of the person you’re working for by raiding their old houses during some of the more personalized missions; if you see that the mechanic had a wife and child you might understand why he’s reluctant to shoot at any of the townsfolk-turned-monsters. The problem is two-fold, in that it would be “hard” to make those things affect the player emotionally (good writing and voice-work are required), and it’s still a fetch quest so it would take a lot to make those fun/ engaging in any way.
(I’m considering the name Fog Blog for the silly blog about the silly game that will never be, any thoughts on that/ the big game idea above?)
Sorry for the huge post, again
January 6th, 2009 at 3:31 pm
Post Maker says:
I spent a good amount of time typing that out and the captcha that popped up made me think my post was gone, which scared the hell out of me.
January 6th, 2009 at 3:34 pm
Don’t quote me on this, but I’m fairly certain that it takes ages for the damage to add up in planetside because otherwise you’d have people instagibbing you all the time by jumping at you from around corners in a ‘whoevers net connection is fastest wins’ war. Not fun. It was bad enough with the jackhammer tripleshot and that despite some of the restrictions to its use. Certainly, if I were to revisit PS as a designer (And I have extensively as a hobbyist, as in, started work on a game design document for a spiritual successor to Planetside), I wouldn’t be in a hurry to speed up the time it takes to gun down an enemy trooper, except maybe where I can control for potential internet conflict issues, like the old charging up of a sniper rifle round and laser sight in the victims view of an incomming headshot that was used back in the days of TFC.
Also:
“Whatside?… Planetside!”
January 6th, 2009 at 3:54 pm
@Post Maker:
Sounds like you’ve got fascinating ideas to explore. I’ll definitely subscribe when you’ve got that blog going.
January 6th, 2009 at 3:57 pm
@Post Maker: With regards to that fog you mentioned previously, you could also use it to screw with the player by making the game world loop around in a similar manner to how, for instance, the left/right exits in pacman merely lead to eachother rather than to different levels.
(Doubly so if theres only 4 roads leading into the town, all of which have a welcome to town-name sign and thank you for visiting town-name sign)
January 6th, 2009 at 4:40 pm
Wishful thinking probably, but the US government may be getting involved in the DRM fiasco.
http://www.gamepolitics.com/2009/01/06/do-consumers-need-govt-protection-drm-it039s-agenda-ftc-conference
I’d normally not mention something relating to DRM due to potential thread derailment issues, but this could be BIG news.
January 6th, 2009 at 5:01 pm
Less CensoRPS.
No seriously. Spam filtering, I can get. Cutting out well-formulated opinions critical of such and such aspect of the RPS format, I can’t and don’t. The “it’s my blog” excuse doesn’t register with me when there are literally hundreds of blogs that foster heated debates, often aimed toward the very validity of said blogs as sources of information. And when a particular blog attain such lofty heights of “influence” as, say, RPS for the PC gaming community, such debates are key in legitimating that influence.
This is the internet people. Anything less than total freedom for well-developed criticism usually has a nasty political content attached. And a nasty smell at this point.
January 6th, 2009 at 5:06 pm
Post Maker says:
Larington:
We were tossing around a similar idea for a chase during the later levels, where one of the larger monsters (not a killzone monster, just a really big regular one) would be following the player (who was hopefully in a vehicle) around the town, with the fog closing in and cutting off the player’s view of the surroundings, then drawing back to reveal that they had been transported to some other area of town (one of maybe 20-30 randomly-chosen spawn points that the player be could dropped into during the chase).
The catch was going to be that you could avoid being teleported, but if you were the monster wouldn’t be teleported with you. The danger was that some of the teleport points were going to be underwater (drowning) or on top of buildings (deadly fall damage/ long trek down the stairs), so it was a gamble on how you wanted to escape. We put it to the side because of a large amount of problems that came up during another idea tossing session. If the fog makes the monsters, and it wants you dead (at this point we were considering the idea that the fog was sentient [we tossed that because it was the stupidest fucking thing we had ever heard]), why is it giving you the chance to escape? Why not teleport the monster to you if you managed to drive away? That, and we were still figuring out how the world would work at the time (something that still hasn’t quite been halfway finished) so it didn’t make sense to plan out a huge exciting gameplay section that we might have to scrap if the rules were changed later on.
The other idea (and the one that is closest to yours) was to use the fog to simplify the unplayable area, with the player running through the same section over and again (provided they were going away from town) with the fog drawing in behind them the longer they ran away (to disguise the fact that they weren’t actually moving anywhere). Keeping track of distance travelled would allow for a realistic amount of time required to travel back to town and help prevent a bunch of comparisons to Bowser’s Endless Staircase.
I’ve set a blog on about the game but there’s nothing on it yet, I’ll write a few posts and then poop out a link maybe? It’s on Wordpress.
HINTS.
January 6th, 2009 at 5:11 pm
Jim Rossignol says:
@Candid
We delete a lot of stuff. If you don’t like it, tough. It’s how we run this blog. If your stuff has been deleted you’ll just have to deal with it.
January 6th, 2009 at 5:13 pm
Post Maker says:
You aren’t going to delete my stuff, are you?
I don’t really have it saved anywhere and I’m kind of enjoying the conversation here.
January 6th, 2009 at 5:19 pm
John Walker says:
Post Maker – Cut and paste your ideas into a document!
Srejv – No, because it wasn’t very good.
January 6th, 2009 at 5:26 pm
@Jim
A bit irresponsible as an answer, is it not? I should “tough”? Censorship =/= Weather.
I don’t think I’m the only one who’s uncomfortable with this. Along with your articles themselves, the comments threads are a major part of “your blog’s” content. There are many commenters here who are, if not in the industry itself, at least a very knowledgeable bunch. I don’t think it is an exaggeration to consider that many of your articles depend in good proportion of the good will of these same commenters to keep you guys in the loop (regarding such and such mods, games, news, etc.). This good will, I feel, is not reciprocated with your policy of “tough-guy” arbitrary Censorship. Discuss.
January 6th, 2009 at 6:08 pm
The thing about authoritorial control, is that its usually wielded to prevent content being associated with things that the owners are uncomfortable with or dislike.
I certainly hold no ill will against RPS if they feel they need to protect the integrity of this blog through, as you say, censorship. The alternative is that this place potentially becomes like that gawker site – A fate I regard as being worse than death.
And at seeing Kierons reply, I’m going to force myself to stop at this.
January 6th, 2009 at 6:12 pm
Kieron Gillen says:
I’m going to try and be helpful. Generally speaking, abuse gets deleted. Things like “First post” get deleted. Trolls get deleted. Borderline is stuff which we think is changing the tone of the comments threads. A debate isn’t the same thing as a free for all.
Occasionally we’ll try and push people towards the right topic or our favoured approach with a few gentle words. Occasionally we’ll get out the big ol’ hammer and annihilate it.
Things calling us corrupt mainly form into the latter, because frankly, if someone wanted to make constructive criticism on the site, they’d have gone to the criticism and comments section on the forum. And – really – if someone’s first response to critiquing us is to call us corrupt, we’ve got little interest in what you’re going to say.
Clue: Turning this thread into a debate about whether our moderating is too tough is not something we’re going to let you do. Go to the forum. This is a thread about people making their best wishes for 2009.
KG
January 6th, 2009 at 6:13 pm
I just want to add, on a note almost completely unrelated to anything in this post besides John’s obscure reference to Death Cab for Cutie, that Ben Gibbard (he of that band) is engaged to Zooey Deschanel and it broke my little indie heart. The bast.
To make it slightly more relevant: in 2009 I want to see Zooey Deschanel leave Ben Gibbard for me.
January 6th, 2009 at 6:13 pm
Post Maker says:
If you look anything like your avatar then I wish you the best of luck.
January 6th, 2009 at 6:18 pm
[Candid Man Would Like To Talk About Something A Bit Off-topic. Go And Join him! - Ed]
January 6th, 2009 at 6:54 pm
No more invincible children in games.
Fable 2’s word mechanics under the bonnet of Fallout 3s’ engine.
The slow, agonising, mute demise of all internet trolls (myself excluded).
Ditto Ps.
January 6th, 2009 at 6:58 pm
The introduction of invincible children is a direct result of developers hitting the question of just how far a players actions should be allowed to go. Some developers, right or wrong, have their own collective feelings about whether or not its right to depict the slaying of children and those feelings will inevitably be influenced by whether the developers staff have children themselves.
Alternatively, I once read word of a games developer being told to allow the slaying of children in a game (This occured some time ago) by a publisher. The developer understandably agonised about this decision and eventually found it necessary to send a query regarding the wisdom of such an addition to the legal department of the publisher making the demand – Which was then quietly dropped. No idea who the publisher and developer were and I have no doubt they’d prefer it stays that way.
Personally, I’m more in favour of developers doing everything they can to prevent child characters being so annoying that you end up wanting to strangle the life out of them.
This is one of these almost taboo issues in games development that I’d love to read articles about. Any offers Internets?
January 6th, 2009 at 7:14 pm
Post Maker says:
Little Lamplight in Fallout 3 is the perfect example of how not to write for children. Specifically the mayor, McGrady I think it was. I understand that the idea was to create characters that the player could hate but I’m never going through Fallout 3’s main stoyline again because of that place.
Blog is up. I came across the url while entering randomly cobbled together names when the first 3 attempts didn’t work. I like it well enough.
January 6th, 2009 at 7:28 pm
URL went a tad wayward there, http://gamepoop.wordpress.com/
I’ve added it to my favourites.
January 6th, 2009 at 7:39 pm
Larrington: I can understand the publishers concerns in this ago of peado-hysteria. Publish and be darned says me – from the safety of Noresponsibityville, granted.
January 6th, 2009 at 8:48 pm
Funky Badger: not quite. Though it would go some way to affirming my belief that musicians aren’t real people (or that game characters are, or something, either way it’s something really meta).
January 6th, 2009 at 8:56 pm
Wishes for 2009..(or more realistically 2 more years down the road)
Firstly to probably to see an upturn in the global economy.
Second to that and more game related, I guess I’d like to see Rockstar break free of the narrow constraints of what makes a GTA game (Go here and kill these guys for me) and actually deliver the more immediate, sandbox, stat free RPG/adventure game that is begging to be revealed in the game environment of a Liberty City. GTA IV was so nearly there.
January 6th, 2009 at 9:03 pm
I actually think something like Fallout 3s quest structure could work in a GTA IV context. Having an overall objective to achieve and being given some pointers on people to speak to rather than the linear progression of pick up X, take him to Y etc
Take the bank job missions for instance, it would be delightful if they told you that the bank needed robbing and you have the option of just wandering off and doing it yourself or digging a bit deeper and finding someone to disable the security first etc etc
Actually, I’m talking out of my arse, since what I apparently want is an action-RPG mod thing for GTA IV, which really I just a whole different game. Bugger.
January 6th, 2009 at 10:00 pm
@Schmung
Nope I hear exactly what you are saying, and it’s what I’d like also. Straight out of leftfield the other day I was reading something about Youtube and Marshall McLuhan and how he’d noted that whenever a new media appears initially it apes what’s come before until it matures and creates it’s own universe and dialogue (When TV first appeared, the early shows used to feature people reading radio scripts because the producers hadn’t fully realised they could enact the plays on screen). I couldn’t help but think about how computer RPGs have done this; for a long time they’ve copied and aped the old P&P RPG rule sets, but now with vast and detailed open and reactive world environments at their disposal developers have the opportunity to step beyond these environs into games that are less about statistical meta gaming and more about a players direct actions. GTA IV is frustratingly paddling in the shallows in this respect simply because it plays to previous expectations, rather than plunging into the lake fully, most irksome.
January 6th, 2009 at 10:39 pm
I’d like a couple more campaigns for Left 4 Dead. Also a Sniper pack for TF2. I’m easy to please.
Also some cool games, I guess.
Also, I’d like RPS to run more articles as good as the Pathologic dissection. The day to day stuff is good, but that series was excellent.
January 7th, 2009 at 12:41 am
I have a list of games from 2008 which are under the
“Purchase once the mod scene has chewed them up and spit them back out.” These include:
Stalker: Clear Sky (Here’s hoping the oblivion lost team work similar magic here)
Fallout3: I want pre-animated death sequences which are over-the-top, but, importantly, funny. The gore in FO3 is just gratuitous. Funny it ain’t. I’m hoping fans will just copy the animations styles from the originals.
FarCry2 – if only to remove the ‘everyone wants you dead’ so I get to feel like the game world is a bit more coherent on its own terms and does not revolve around me.
January 7th, 2009 at 7:23 pm
Totally agree with Feet.
Plus everyone quits wow and gets back to real games.
Feet says:
I’d like…
- More mad
- More meaningful choices
- Less faux choices
- Less MMOs
- Less crappy or late or both ports
- Less DRM bs
- More rewarding paying customers
- More turned-based games
- Less graphics
- More gameplays
- More games with writing
- Less games with stupidness
January 10th, 2009 at 2:27 pm
How To Approach Women says:
Interesting Article ,
and Nice blog, I have already subscribed to it,
looking forward to reading the updates :p
keep up the good work!
May 19th, 2009 at 12:54 pm






The thing about videogames is that this year’s titles aren’t going to be a reaction to last year’s, because dev cycles are usually at least eighteen months.
January 5th, 2009 at 8:56 pm