Archive for the ‘Slick’ Category

Legend of Zelda remade in N+

As many of you know, Klei had a hand in the making of N+ on the Xbox LIVE Arcade. N+, having started life at Klei, used the Eets: Chowdown engine for the starting point of the project, giving Slick a head start on the more mundane portions of XBLA development. In addition, one of our programmers comprised one of the two engineers on the project. To say the least, I’m really proud of what Slick and Metanet have acheived.

Now, I also happen to be a 2D Zelda fan. The 3D adventures of Link were always impressive, but I could never get enough of the beautiful simplicity of the 2D action. Now, put N+ and Zelda together and you have one happy camper.

Enter the Legend of Zelda remade in N+ (via Kotaku).

Comments: 2 | Categories: Metanet, N+, Slick, Zelda

Improving the Console Downloadable Games business

Recently, I had a conversation with Nick about the business of console download games. As you know, I like the business model, especially for the developer starting out, but I began thinking more about commonalities between the three console offerings, and what I believe would improve the experience for the consumer, and in return, benefit the developer. The following are my conclusions.

1) Better support for user-generated content

Microsoft does a great job at supplying robust libraries and a tight platform for development, but as far as I know, all three consoles have no unified way of supporting user-generated content for their downloaded games. The usual answer is for the developer to supply their own server, but considering the security and authentication requirements to do so, this is simply not an affordable approach for a small budget game. I don’t believe the blocker here is the cost of hosting on the platform holder’s side — all Xbox LIVE users have a small amount of user space online, for example; you just can’t use that space to share content readily and easily.

Instead, the issue is legal and political — how do the platform holders protect themselves from offensive user-generated content? The answer is the same way any other online networking site does it — via EULA’s, and easy levers to report and control offensive material.

I’d like to see a simple way for downloaded games to be able to post even a small amount of data for sharing in the game; available even when the owning player is offline. If any platform supported that, I believe you’d see incredibly creative games flowing directly from that — in the meantime, only games that have a large budget (and probably a different agenda than a typical arcade game) have the luxury of such a feature, and all other games with user-generated content use crippled features such as sharing levels only with friends, and only when they’re online.

2) Less focus on retro games and advergaming

Let’s be honest — when you download a game that’s twenty years old, you had great memories of it and are expecting to be thrust back into the nostalgia. Instead, the game is incredibly difficult, and man do the graphics suck. When your new downloads page is filled with these offerings, or poor quality advergames, you’re going to be skeptical about coming back to try new games; you may even miss that great original indie title you’ve been waiting for.

In a nutshell — the poor quality games are drowning out and hurting the very games that the platforms are trying to push.

To be fair — I think the Virtual Console is making great use of their awesome back library, and WiiWare is a nice separation between retro and original games (although in general the Shopping Channel is pretty clunky and slow).

3) More focus on instant play value

Even though I understand Microsoft and Sony’s strategy of promoting their download offerings as a source of creative and “new” types of games, I somehow feel they’re doing at the expense of certain potential. New styles of play on an old interface (the controller) often necessitates a learning curve, and this learning curve creates a barrier for customers. Instead, I think they should be focusing on games that are instantly fun — exactly as Microsoft’s name calls for — consumers want arcade games!

I believe that Sony and Microsoft have a captive audience begging for more games that are instantly engaging, regardless of the genre. They do have an appetite for the unconvential, quirky game, but those games need to be interspersed with arcade racing, fighting, sports, puzzle (etc) games. I’m not talking about Project Gotham Racing — I’m talking about Rock N’ Roll Racing. Less depth — more fun.

So, in my humble opinion, combining these three factors would create a download service filled with fun titles that everyone in the family would want to try out. They are high quality, instantly fun, don’t require a deep knowledge of old games to enjoy them, and every once in a while, incredibly creative. As an owner of a next-gen console, you’d be encouraged to show these games off at parties and play with your friends — after all, there’s almost no learning curve to most of them. What’s not to like?

Thoughts?

Comments: 10 | Categories: Business, PSN, Slick, Virtual Console, XBLA

Fun at GDC

I’m a tad late in my GDC report, but here’s my run down of my week of fun:

  1. Speaking at conferences is always a positive experience. Interestingly, the one conference I spoke at in which I thought nobody would remember is PAX, and yet 3 separate people came up to me and said “I saw you speak at PAX last year, right? You were really informative”
  2. Last year, I brought my 11lb laptop to GDC, and vowed never to do it again. In fact, as soon as I got back I bought a laptop half the size, with proportionally less power, and smirked that I would never have to lug the old beast again. Instead, Nick and I put together a new demo that we wanted to show off… on a nice big 17″ laptop screen…
  3. I love Miyamoto. I love his games. But his keynote was rather boring.
  4. Raigan from Metanet contracted appendicitus just before the conference while in San Francisco, so my first face-to-face meeting with him was in the hospital.
  5. My business partner Nick contracted some sort of food poisoning the night before we flew to SF, but luckily recovered by the morning. He had Thai food that night. When we arrived to SF, my brother brought us to a Thai restaurant, and somehow Nick had no trouble with that. Must be his Dutch blood.
  6. GoPets had the best swag of the expo.
  7. Nick looks scary.
  8. Halfway through Wednesday, I rushed back to the hotel, RDP back to my computer in Vancouver, fix a bug, and submit it. I missed the Sony keynote. Not that we didn’t already know what it was about.
  9. My favourite talk was probably by Harmonix, makers of Guitar Hero. Which reminds me — there’s finally a ship date for the 360 version!

That’s only what I remembered off the top of my head. GDC was, as always, incredibly useful but very tiring.

Comments: 0 | Categories: GDC, N+, Slick, Xbox 360

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