Why are QTE’s so popular?

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Mar 132013
 

Ah, the dread quick-time event. We may have to blame Shenmue for its wide adoption, though of course something like Dragon’s Lair used the same mechanic. They’re everywhere. They are one of the simplest game mechanics there is. And I have done my share of bashing on them too.

What is a QTE and why do big AAA tentpole titles love them? Well, the mechanic itself is “press a button within a very short time frame.” An incorrect press or failing to do it within the time limit results in a negative outcome. In other words, it’s basically whack a mole, or that game where you pull your hands away before they get slapped.

This makes it a mechanic almost entirely based on reaction time, naturally timeboxed to a minimal duration. As such, it’s incredibly accessible (one button!) and minimally disruptive to whatever else is going on.

  • Tentpole titles need to be as mass market as they can get, so by having an extremely simple mechanic, they minimize barrier to entry to the game.
  • Heavily narrative games want mechanics that do not break the story flow, and provide as cinematic an experience as possible. The QTE is about as small as a mechanic gets, and requires next to zero conscious thought.

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Mar 122013
 

dk-paulineThere have been two notable events lately as regards the portrayals of women in videogames.

One is the launch of Anita Sarkeesian‘s video series on Tropes vs Women in Video Games, the first episode of which covers “damsels in distress.” You may recall Sarkeesian as the person who launched a Kickstarter for funds to make this video series, and was promptly attacked in vile ways, up to and including threats of violence. (This would be why comments are disabled on the video, I presume, though that hasn’t stopped the nastiness from returning in a number of comment threads all over the Internet).

The other is the story of game developer Mike Mika, who hacked Donkey Kong for his three-year-old daughter, so that she could play as Pauline instead of Mario. This has resulted in lots of accolades for “best dad ever” all over the Internet.

Pauline is of course a prototypical damsel in distress — as Sarkeesian points out, one of the very first in videogames. From time to time, games have subverted the damsels in distress trope in various ways (in Karateka, the princess seems like a damsel in distress the whole time, but at the end, if you approach her wrong, she kills you; in Metroid, the protagonist famously turns out to have been female the whole time, concealed in battle armor). But by and large, it’s alive and well.

So lots of accolades for Mika, and a lot of vitriol for Sarkeesian. And along the way, a lot of apologia for the damsels in current games. We’ve seen people saying that rescuing women is a male instinct driven by hindbrain biology. We’ve seen the argument that it just costs too much to provide alternate gameplay modes. We’ve seen the case made that games already have a predominantly male market, and that’s why the games are designed the way they are, to maximize revenue — essentially a tautology (and one that ignores early games like Ms. Pac-Man, not to mention the enormous boom in the female audience that came with more casual play). And of course there’s the fact that it is undeniably a classic plot device used in many classics of literature.

My wife Kristen is an as-yet unpublished romance novelist. She’s got one novel out there right now being looked at for full-length publication (e.g., she got past the query and sample chapters). She’s been working on this stuff for years… and I first started paying attention closely back when I did that Love Story Game Design Challenge at GDC back in 2004. And I think there’s a lot we can learn from romance novels — and it doesn’t mean that the plot device has to go away. Continue reading »

The Devil Wears Prada game

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Mar 062013
 

The Devil Wears Prada game:

Easy Mode

  • A game about climbing the ladder at a fashion magazine. Lots of special event parties and lots of character customization

Normal mode

  • A game about attempting to edit a fashion magazine successfully — including taste-setting and photoshoots and budgets and ambitious editors

Hard mode

  • A game that teaches you that even the most frivolous-seeming of professions and activities have surprising depths; and people who passionately dive deep into the minutiae; and more, even consider it to be important to human civilization

Nightmare mode

  • A game that seems to be about the prices we pay to be at the pinnacle of a profession, and about what we sacrifice; but that in the end reverses it all, and becomes about the fact that we all make a commitment to something, even if it is inactivity, or a balanced life, and that in the end, we always still sacrifice everything we chose not to do.

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Nov 302012
 

How Games Think title slideI have finally gotten around to posting up the slides and the notes for my talk delivered in Shanghai just before Thanksgiving.

The notes are actually pretty representative of the actual speech as delivered — we had real-time translation going on, so I kept the pace very deliberate and avoided my usual rattle-stuff-off-a-mile-a-minute sort of delivery. If you go to this link you can see the slides as individual images with the notes interspersed.

If that isn’t to your taste, and you want just the slides, you can find a PDF of the slides here instead.

Afterwards, one of the Chinese attendees came up to me and told me it had been “a faith-building talk.” I can only presume that the folks working in the industry in China have the same crises of faith that we do here in the West. 🙂

There was some coverage in Chinese, I am sure, given that there were reporters there from a few sites. But the only article I’ve found from China is this one. However, Gamasutra was there, and wrote up an article.

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Keynoting GDC China

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Nov 132012
 

I’ve been sadly neglectful of this blog! In the last few weeks, particularly, because I have been fighting off some sort of nasty flu thing… still have a lingering cough, in fact, and it’s been more than two weeks!

So that meant that while I was flat out in bed, I missed the official announcement about the talk I am giving at GDC China this weekend. It’s been years since I was in Shanghai, so I am looking forward to this!

As far as what the talk is about… well, it’s sort of an extension of the lines of thought from the Project Horseshoe talk Influences and the GDC Online talk It’s All Games Now, and even a little bit from the Theory of Fun 10 Years Later talk. Basically, it’s about the patterns of thinking that games tend to encourage… and how these ways of thinking may be affecting us culturally. After all, if games do their work in large part via neuroplasticity, then that means that the cognitive habits we are picking up as gamers must be having an impact on how we think about, well, everything.

What might those cognitive habits be? And what impact might that have?

It’s a keynote, and supposed to be “inspirational,” so it’s in a lot of ways a rather light treatment of the subject… but I think there’s a lot to dig into there, and not all of it is unalloyed good… instead, it will be a picture of trade-offs. For example, just recently I read an article on how the neural pathways for empathy and the neural pathways of logical thinking seem to be mutually exclusive; you can’t do both at the same time. You have to emotionally detach yourself to be able to do true systems analysis, but if you are conditioned to approach the world analytically, does this mean that you are conditioned to avoid empathy? Pure speculation, and of course the answer will not be clear-cut.

Anyway, here’s the details on the talk:

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