Saturday, May 26, 2012
Sunday, November 23, 2008
The Eyes of Master Chief
I gave him my answer. "I cannot go another day forward as a game designer without playing Halo 3. It is too important of a game for me to have missed." (And I'm over a year late!)
I had read the reviews and back story, of course, and I'd had many long conversations with fellow game designers about the glories and wonders of Halo 3, but somehow, none of that prepared me for playing the real thing.
At once, I drank in the beauty of the game. The music, the environments - and all the loving detail put into the weapons, vehicles, and characters - it was delightful.
In the initial sequence, my teammates help me up. They're so happy to find that I am well - they treat me like we've been friends for years. They have so much respect for me, I don't know if I've ever felt so welcomed.
What an unexpected sequence of emotions! I thought I'd be shot to death many times over in the first few minutes, not step into a living world surrounded by friends.
Then, at the end of the intro, the camera shifts to become the eyes of Master Chief.
Somehow, I wasn't prepared for it. Yes, the first two letters of "FPS" stand for "First Person" - you'd think that would be a big giveaway.
So I try moving around. No good - apparently my armor is still locked up. However, my friends are here to help, and one of them offers to recalibrate my suit.
He asks me to look up, so I look up. Then he asks me to look down, so I look down. We repeat the process. And then he tells me he's set my look style to "inverted."
I'll admit that I'm most accustomed to 3rd-person-style controls. In many 3rd-person games, your camera sits on the outside of a sphere and always looks inward towards your character's head. Thus, when you move the camera downward, you see more of what's above your character, and likewise, when you move the camera up, you look down. While it is "inverted" to move in the opposite direction from the way you want to look, it's completely natural for someone used to playing in the 3rd person (like me).
Satisfied with my inverted controls, my armor unlocks, and I'm free to move about on my own. I try all the buttons. Movement with the left stick - check. Shooting with the triggers - check. Reloading with the bumpers - check. Jumping - how do I jump again? Ok, the A button makes sense.
And then I try looking around. I can't do it. Looking up and down is great - we tested for that - but every time I try to look left, I end up looking right, and vice versa. What gives?
Unable to aim my weapons, I hit pause and go straight to the configs. I check all of them, and realize my problem. Inversion is only an option for the Y axis, not the X axis.
I try to get used to it. I run around, trying to look at rocks, plants, and my companions. It's a no-go. I'm moving the stick the wrong way every time.
Disheartened and frustrated, I go online to see if anyone else has my problem. Yes! Games with unalterable X axis controls are frustrating people on both sides. Final Fantasy XII has an inverted X axis that you can't switch to normal, whereas many FPS games, like Halo 3 and BioShock, have a normal X axis that you can't invert.
Sadly, many of the forum posts I read were hurtful. To put it nicely, players said that those who use inverted controls are backwards, and players who use normal controls don't know how to use a camera. Arguments on both sides generally ended in "just get used to it!"
So that is what I did. It took me a long hour of play to start looking in the correct direction, and it took me another hour to learn to aim accurately.
During those two hours, I spent a lot of time hiding behind rocks, being frustrated, and not shooting aliens. I felt like I was letting down the Arbiter, Avery Johnson, and the rest of my team. I could have jumped right into the game if I could have inverted the X axis.
With this experience, I have taken this lesson to heart: It's important to make a game's controls be configurable in as many ways as possible without breaking the game.
Designers can't assume that they know where a player is coming from, and players should not be forced to re-map what's intuitive to them - nobody likes to hear that they must "just get used to it."
Aside from that point, I took to Halo 3 fairly well. In fact, it's probably because the rest of the game is so intuitive that my X axis issues stood out like a sore thumb... or should I say, a confused thumb!
Sunday, February 3, 2008
Personal Update
For those reasons and more, I've moved up to the San Francisco area to work at Backbone Entertainment.
With all the job hunting and moving, I had put posting on the back burner, but no more!
So, unless something else comes up (and trust me, I hope nothing else does for a while), I'll be posting more frequently now. Like, more than 0 times per month....
Thursday, November 1, 2007
Who are you, and why did you start blogging?
The idea for this blog started at AGDC. I was speaking with Brent, Cuppycake, Andrew Krausnick and Steve Williams, all of whom have blogs. It occurred to me that I do have a lot to say about game design, so why not join in?
I'm always reading up on one aspect or another of game design, and I try out new games as often as I have time for them. So, when I run across something I think is interesting, I write about it. I hope it will be as interesting to you as it was to me, whether you agree or not. Comments are always welcome!
Now, as to me personally -
I have just over 2 years of computer game design experience, all of it (so far) on Vanguard: Saga of Heroes. While some may point out that Vanguard isn't doing so well, I doubt I would have learned as much about design if Vanguard had been more successful.
I didn't just pop into the gaming industry fully formed, like Athena from Zeus' head. In the past, I've worked as a computer consultant and information architect - both jobs that taught me the importance of user-centered design. And, of course, I'm an avid gamer. I've played and GMed tabletop games since 1994, and played MMOs since 2003.
So, in a nutshell, I'm a D&D DM with her foot in the door in the computer gaming industry.
Addendum:
To concur with Jeff Freeman... yes, I may have taken leave of my senses. :)
Thursday, September 13, 2007
I've been tagged!
Here we go:
~ The Rules ~
1. Link to your tagger and post these rules.
2. List eight (8) random facts about yourself.
3. Tag eight people at the end of your post and list their names (linking to them).
4. Let them know they’ve been tagged by leaving them a comment on their blogs.
Ok, random facts:
1. My favorite living animal is the Northwestern Crow.
2. My favorite extinct animal is the Magnificent Teratorn.
3. I like making chainmail. I suppose that says something about my tolerance for tedium.
4. Raw salmon is my favorite food.
5. I broke my right arm just before a birthday where I received colored markers and art supplies. I had to wait three weeks before I could use them. (I'm right handed.)
6. One of my favorite non-computer games is Carcassonne.
7. I am native to Oregon.
8. I have a Warhammer Fantasy lizardmen army. Someday maybe I'll paint them.
I'll have to skip the tagging part this time. I like making chainmail, not chain mail :)