Grupo 97 interviews J.E. Sawyer

Per

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Crazy foreign site Grupo 97 has posted an interview with the Sawyer, not about New Vegas but about games in general. Of jumbled word order sometimes beware and also of italicized text.<blockquote>- Some people say videogames cannot be taken seriously as developers are the first ones not doing it. Not talking about their jobs really, but to the fact of considering videogames as a real artistic expression medium instead. Could that be true?

Game developers often take their jobs very seriously and pour their hearts into their work, but I believe developers and publishers often do not use games as a medium for exploring serious themes or issues. And when games are used to explore themes, such exploration is normally done through proxies (e.g. elves vs. dwarves as an exploration of racism). Because these proxies are alien to us, the emotional impact of their struggle is often diminished. I think that designers should attempt to ground their themes in issues that will really resonate and raise questions with the audience. It's difficult but important.</blockquote>I hate those dwarves so much.
 
Writin' Teh Hawrd!

Writin' Teh Hawrd!




Don't miss this specific missive with universal implications.

J.E.Sawyer said:
...
I don't think we should be writing books, no. Any text we write should engage the player in the game. That said, I don't think developers should shy away from trying to create high quality writing for players. Just be sure that the player is involved in the process, not being vomited on by the game authors.

That said, if you're not a good writer, the solution to the problem is not to stop writing. That is the exact opposite of the solution. I've never met an artist who's the equivalent of Bouguereau, but that doesn't stop them from trying to improve their skills every day. Learn from others, be realistic, be humble, and work hard.
...

Will repeat the message tucked between the lines for those rockets burning out into all dimensions. A'sploding heads, a'sploding 'spolsions, a'sloding libido/egos!


J.E.Sawyer said:
... if you're not a good writer, the solution to the problem is not to stop writing. ...



Never give up kids!






4too
 
The current gaming market doesn't typically support big budget games that deal with intellectually mature issues. Mature content is equated with sex and violence.

Hmmm, who do we know that this statement applies to?

That said, if you're not a good writer, the solution to the problem is not to stop writing.

Sure, keep writing in your free time and improve your skill. When it comes to a commercial group project, leave the writing to the most talented people.
 
That article's author is just so darn adorable. I want to take Santiago Lamelo home in a duffle bag and put him to work writing greeting cards with images of fluffy bunnies and cats with silly expressions on them.
 
Ixyroth said:
The current gaming market doesn't typically support big budget games that deal with intellectually mature issues. Mature content is equated with sex and violence.

Hmmm, who do we know that this statement applies to?

Yes, in fact, we do! It applies to
the current gaming market
as a whole.

It's not ONLY Bethesda who are doing it. Sadly.
 
It's better to raise questions through "proxies" that to not make games with serious topics at all. Some people dislike talking about certain topics openly, and game designers maybe don't want their game to be 'scandalous', but simply meaningful. Nobody blamed Aesop for "diminished emotional impact".
 
- Fallout, Baldur's Gate, Planescape Torment... Great games were developed at Black Isle, kind of games not easy to see today on the shelves. Some of them sold great, as Baldur's Gate. Do you believe would it be still possible to develop similar games to those today?

I guess it depends on how similar they need to be. In terms of mechanics, I think a lot of gamers wouldn't accept the controls or conventions of those old games. In terms of content, I believe it's still possible to do, but it's harder now.
Based on what? The industry really hasn't put out a decent effort since Troika died.

The threshold of simplicity that a hardcore gamer will accept is a lot lower than the threshold of difficulty that a mainstream gamer will accept.
Based on what? If the question is sales then EVE Online does pretty well and it has a pretty brutal difficulty curve. Developers and publishers never test their nightmarish fantasy about gamers not buying complicated games. If complex games were successful in the past then it's fair to assume that they would be successful now.

A hardcore gamer may accept an automapping tool but scoff that in "the old days", he or she had to write things out on graph paper. A mainstream gamer will probably not accept the absence of an automapping tool. He or she will stop playing the game and tell everyone they know that it is terrible.
That's the complaint of idiots, automapping is identical to hand drawn only the computer does all of the work for you, as it should. It would be like someone complaining that they don't have to consult a seperate book for all of the dialogue like Wasteland, it's not something worth listening too and it's not something which a significant portion of the "hardcore" crowd is asking for.

I think it's important for developers and publishers to start recognizing the differences between hardcore and mainstream gamers and include different gameplay elements for the two groups. Having a difficulty slider that shifts numbers around doesn't really solve the problem. Hardcore gamers want an additional level of engagement that mainstream gamers absolutely do not. And just to be clear, I don't think this is because hardcore gamers are a sophisticated elite group of super geniuses and mainstream gamers are drooling morons. Hardcore gamers devote an enormous amount of time to the games they play and are incredibly well-versed in the conventions of the genres they enjoy. What presents a challenge to a bright but ignorant new player simply does not stimulate most "veterans".
Not sure what the hell he's trying to say, make a game that you can turn off half of the mechanics if you so choose?

Would you say videogames can be compared, emotionally speaking, to cinema or literature at this level?

I dislike labeling things as art/not art. Ultimately, I believe the most important goal is to communicate what you want to communicate. I think game developers should be less concerned with how people label their work and more concerned with what they want to say and how they want to say it. If people think the final result has artistic merit, they will let you know.
Ah yes, now that you're on the third question which does so and don't want to answer the real question, you evade it by talking about the label of art (which is a pretty irrelevant label anyway given that a dead shark in a tank formaldehyde is considered art these days).

I think developers have to lead the way: we need to make games that are enjoyable as games and also have mature themes to explore that complement the gameplay.
Now if only there were a genre of video games which have done this in the past and is very good for narrative tasks...

I only did a bit of design work on the Dark Alliance games, but I think it was good for Interplay and Black Isle to work with Snowblind on those projects. Black Isle consisted almost entirely of PC RPG developers and it gave us a narrow focus. I think working on console titles helped open up some of the developers (myself included) to look at other input systems and gameplay styles.
...They are Diablo clones so the gameplay and underlying systems of those games were not somehow linked to the platform.

Yes, it would have been better for us to focus on refactoring the renderer instead of rewriting it, optimizing data instead of bloating it, and making our pipelines simpler and more error-proof instead of harder and more error-prone. Changes of this nature would not only have limited our own risk, but it would have kept the game more accessible to a larger audience of players, builders, and modders.
Yeah... too bad you guys didn't think it through well enough before going into it. Did you learn the important lesson from this, spend more time in the concept and design phase so that you don't fuck up the build phase?

Most console piracy in the past was rampant only in a few geographical areas. Specifically, some Asian countries had 90%+ piracy rates for popular console games. PC gaming piracy seems to be much more global of a phenomenon, making console titles a safer bet in many markets.
Key phrase there is "in the past", it's becoming ever more prevalent internationally.

- Very few game developers are placing their bets on GNU/Linux or other operative systems. Is it so difficult games programming for Linux or this is just an economic issue?
That one's easy, every (minus a sliver) gamer who has Linux also runs Windows so it's pointless to create more work for yourself.
 
Not sure what the hell he's trying to say, make a game that you can turn off half of the mechanics if you so choose?

Yeah, just like IL-2 Sturmovik. You can turn off engine management, take-off/landing, wind, realistic gunnery, blackouts, fuel management and lots of other stuff. With all features turned off you had an arcade-ish flying game with realistic plane damage, and with all turned on you had a WW2 air combat simulator.
 
UncannyGarlic said:
Not sure what the hell he's trying to say, make a game that you can turn off half of the mechanics if you so choose?

I'm pretty sure that is what he is alluding to. The odd thing is that its not a new concept. Its actually another one of those things that many games USED to do, that has kind of fallen by the wayside. I don't think many, if any, RPGs did it, but games in other genres did this years ago, quite effectively, IMO.

I know most on this board are not Sports game fans, but I used to play the NBA live series on the Sega Genesis, which was EA's basketball line. My brother and I liked it as a basketball sim. My brother, in particular is a huge numbers/statistics person, who would write down, and track, the player stats on each of his playthroughs. He even still has many of them stuffed in his basement.

However, you could also turn off fouls, turn off out of bounds, turn off traveling and all of the other rules, and you had a button to push down the opponent. It turned the game into something more like NBA Jams. I used to play it that way with my roomates in college, who were not gamers, and play the sim when I was by myself.
 
Danilh said:
Not sure what the hell he's trying to say, make a game that you can turn off half of the mechanics if you so choose?

Yeah, just like IL-2 Sturmovik. You can turn off engine management, take-off/landing, wind, realistic gunnery, blackouts, fuel management and lots of other stuff. With all features turned off you had an arcade-ish flying game with realistic plane damage, and with all turned on you had a WW2 air combat simulator.
But do you think it's feasible in other genres? It sounds ok for a wargame or simulator, but i don't see it in an RPG... different layers of complexity for the character would open different posibilities of action in-game... so a lot of the content would be "invisible" for those who choose to simplify the game. Thus a lot of the programming and design made would be in vain...
 
eternaut said:
Danilh said:
Not sure what the hell he's trying to say, make a game that you can turn off half of the mechanics if you so choose?

Yeah, just like IL-2 Sturmovik. You can turn off engine management, take-off/landing, wind, realistic gunnery, blackouts, fuel management and lots of other stuff. With all features turned off you had an arcade-ish flying game with realistic plane damage, and with all turned on you had a WW2 air combat simulator.
But do you think it's feasible in other genres? It sounds ok for a wargame or simulator, but i don't see it in an RPG... different layers of complexity for the character would open different posibilities of action in-game... so a lot of the content would be "invisible" for those who choose to simplify the game. Thus a lot of the programming and design made would be in vain...

Yeah I was about to say this, Flight Sims are entirely different, it's easy for Flight Sim developers to turn off or alter the variables considering certain parts of flight physics with the touch of a slider and maintain balance by applying it across the board to the AI and other planes.
Not so much for an RPG, just because the player health is lowered doesn't mean challenge will lessened or heightened if all enemy health is lowered as well, in fact, that barely does anything at all.

Flight Sims for the most part are inherently far more complex, but the bits and pieces are intrinsically simplistic when it comes to manipulating them in order to alter key parts of the game.

That's why his theory is retarded, it's insanely difficult to balance other genres that way, it's just not easy and it takes an incredible amount of time, better to add more complex yet accessible features to maintain longevity without alienating new gamers.
You know, like the Civilization series tends to do?
 
Maybe for RPG genre it would be changing gameplay's style and perspective? Also, for character's stats, something like an Auto Level button.
 
Public said:
Maybe for RPG genre it would be changing gameplay's style and perspective? Also, for character's stats, something like an Auto Level button.

Auto leveling is in a lot of RPGs, including Arcanum.
The only problem is that it tends to create the most worthless characters ever.
 
Eyenixon said:
Yeah I was about to say this, Flight Sims are entirely different, it's easy for Flight Sim developers to turn off or alter the variables considering certain parts of flight physics with the touch of a slider and maintain balance by applying it across the board to the AI and other planes.
Not so much for an RPG, just because the player health is lowered doesn't mean challenge will lessened or heightened if all enemy health is lowered as well, in fact, that barely does anything at all.
That is exactly the kind of improvment Bethesda and many other companies give to their DLCs and their addons as well.

Only to make the health bar of some kind of creature biger adds nothing to the game except that you have to shoot/stap/punch several times more. I dont see this really as anything that adds to the gameplay.

Eyenixon said:
Auto leveling is in a lot of RPGs, including Arcanum.
The only problem is that it tends to create the most worthless characters ever.
If used correctly the auto-leveling of enemies can be a very good thing though. But the game has to be designed in that way. Diablo for example gets a lot out of it but the gameplay and style of the game is made for exactly that. In the case of Oblivoin with its more "slow" gameplay (compared to Diablo) does not have any benefit from the auto leveling and scaling with items and enemies cause you easily can exploit it and cause you never have the feeling that the system hits it "right" you can find in some cave items with low level just to return later to find some with high level ... same with enemies that have suddenly the best weapons and armor not very convincing. Now what ever if Diablo is a RPG or not is a different question the point is just that if used correctly a game can definetly work with auto leveling. I dont mind for example Deathclaws to be of high level (within some limit) kicking me around but I definetly dont want to see rats with level 50 kicking my ass.
 
eternaut said:
But do you think it's feasible in other genres? It sounds ok for a wargame or simulator, but i don't see it in an RPG... different layers of complexity for the character would open different posibilities of action in-game... so a lot of the content would be "invisible" for those who choose to simplify the game. Thus a lot of the programming and design made would be in vain...
I definitely think it's feasible. In terms of the quest design, they can have a quest arrow that guides you through one or two solutions, but leaves more complex options for those that would rather turn the quest arrow off. Even Fallout 3 does this in the better quests (some options aren't pointed out by the quest log/arrow). In this way, you can cater to those that require handholding and those that want to explore the world and solve the quest on their own.

There's also some conflict over the impact of the character sheet. Some gamers don't want to worry about whether they are putting their points in the "right" place, and they don't want to feel restricted by their choices. Obviously, catering to this crowd (which is what I see in FO3 and other big budget RPGs) makes the game less enjoyable for those that want their character customization to really matter. It's not too hard to make both types of gamers happier by using options. For example, FO3 could benefit from a slider that affects skill points, XP, and perhaps the extent to which skills mod accuracy and that sort of thing. It's not a huge deal for FO3, because there is a great mod community, but it would be good for console gamers.
 
Crni Vuk said:
Only to make the health bar of some kind of creature biger adds nothing to the game except that you have to shoot/stap/punch several times more. I dont see this really as anything that adds to the gameplay.
The most egregious offender for this is squaresoft as they have been ramping up their post game monsters hit points, in FFXII there were multiple post game bosses with more than a million hp that took at least an hour to beat. It doesn't make a game more fun to have to fight a boss for twice as long because it has so many hit points, it makes it boring/tedious work.

Crni Vuk said:
If used correctly the auto-leveling of enemies can be a very good thing though.
<snip>
You're thinking of level scaling, they're talking about auto-leveling which is an option which makes the game up your skills and stats. There real is no reason that it couldn't be done well, you just let the player choose from a list of builds and have those builds be power gamey.
 
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