Charge That Windmill
Alex Gambotto-Burke stands up for the Romeros, Molyneuxs and Cages of gaming.
Several months ago, I buried John Romero. I dug a little hole for him in the garden, covered it with dirt, and said a few poignant words over the spiteful-but-soothing strains of Paul McCartney's Too Many People. It was an emotional moment for me, because I really loved the guy. We'd had some great times together: the time, for instance, that his home was destroyed and we went out to get a new one. Or the time he chased his girlfriend around for over an hour, before finally taking a nap in the miniature Taj Mahal nearby. Mostly, though, I just remember him pressing his face up to the water jet, his jet-black, silky, slimy mane billowing out like a raven's wing. He was a spectacular goldfish.
To allay any suspicions that I named a Black Moor after one of the games industry's most storied figures just so I could write a piece like this at some point in the future: my daughter named him. Over a week, I'd spent about four hours interviewing Romero in two consecutive slabs, so it was inevitable that she'd heard his name at some point. And when we went out to find a replacement for Batman, our previous fish who'd just suicided in the dust-balls under the kitchen table, she looked up at me and said, "Let's call him John Womewo." Struggling to come up with a better idea - and disarmed by that cute-ninja gaze that toddlers have - I shrugged, and said, "Okay."
And why not? Just as John Romero the man is ambitious, persistent, and occasionally adorable, so too was John Romero the fish. It was a fitting tribute, and I was heartbroken when I discovered that someone - be it a cleaner (my suspicion), or that teenager for whom I'd refused to buy a bottle of Smirnoff Ice Double Black the night before (my wife's; he wasn't a bad guy) - had poured bleach into Romero's fountain abode, fatally poisoning him and his aquatic friends. He lived for a few more excruciating days, but after the third day of swimming side-saddle, I decided to put him out of his misery.

Daikatana. But seriously, the man is misunderstood.
John - the bipedal, endothermic John - has a lot to live up to in my mind, but I think he can make the cut. For while he's stumbled occasionally - one recalls the Ion Storm debacle most prominently, although Romero denies mismanagement on his behalf - I can't help but admire him for his ceaseless enthusiasm for the new. I love all designers like that. We, the people, tend to punish public figures when they appear to be punching above their weight, but I've always preferred a well-intentioned mess to calculated blandness, certain heads of state notwithstanding.
And it's not just mere fancy; those tirelessly quixotic designers have often paved the way for the innovations we've all come to cherish. Take Romero himself: his successes at id Software, where he designed three of the most influential games of the past two decades, inspired an entire genre. His work with the DWANGO team on DOOM set the foundations for the modern online multiplayer technology that allows fragrant West Virginian youths to question your sexual proclivities on Xbox Live. And even Daikatana, deeply flawed as it was - though not nearly as awful as it's made out to be - was... actually, no, that's drawing a rather long bow.
But still! Romero's spirited approach to games design has led him down some dark alleyways, but also towards indisputable triumphs, and I sincerely believe that despite recent setbacks, his new MMO will be every bit as unique and innovative as he's promised. (Judging from his Twitter account, he plays World of Warcraft enough to know exactly what's wrong with it.) If it isn't, well, I guess I could play Dragon Age again and see what it's like to be a nancy elf or a dwarven inebriate. Or go outside.
It's not just Romero, though. Remember poor old Trespasser, that Jurassic Park-themed, physics-oriented shooter that came out long before Half-Life 2 was a twinkle in Gabe Newell's eye? Various Valve personnel have complained over the years that Trespasser's critical and commercial (and technical) failure terrified them like Swiss schoolchildren locked in a room with Roman Polanski, and so they didn't dare to dabble in real-time physics until years after Trespasser's release.
I don't buy that, though: Trespasser, the tragic brainchild of Looking Glass vet and all-round smart-guy Austin Grossman, set the template for everything you see in modern physics-based shooters. Stacking puzzles, physical object manipulation (think the Gravity Gun), ragdoll corpses, inverse kinematics instead of scripted animations (think Spore), vast open-ended environments - anything you've seen in everything from Crysis to Penumbra was premièred here.

Trespasser.
Trespasser also featured innovations that have, thus far, yet to be repeated. A "Real-Time Foley" system allowed the game to mix sound files in real-time, facilitating the sound of any imaginable object collision. Christ, it even featured bump-mapping - which wasn't particularly well-received by mid-range and even high-end gaming PC users back in 1998.
None of this stopped Trespasser from becoming a terrible, badly-stitched, fried perch-scented gimp-suit of a game at the time, of course. The player character's arm, for example, was required to manipulate any object in Trespasser (including weapons), but was apparently boneless and thus wont to wobble disconcertingly (and counter-intuitively) at crucial moments.
Crates were frustratingly bouncy, making any attempt at staircase-building a bit like stacking balloons. But despite all this, it's hard not to play the game - over a decade on, is my hair falling out darling - and see everything that was so astonishingly innovative about it. And I refuse to believe that when Valve was readying Half-Life 2 they didn't at least take a passing glance at the wonderful ideas hidden beneath Trespasser's mangled veneer.

Evvy Renn.
A case of biting off more Blutwurst than is nutritionally advised? Certainly, but I maintain to this day that if I ever develop breasts I will tattoo a health bar on them as a tribute.
You can see Trespasser's spirit live on in a few special games designers: it's that restlessness; that frustration with the current industry status quo; that desire to, say, make a Dante's Inferno game a cerebral and largely non-violent exploration into the concepts of sin and punishment, rather than a despicable, testicular God of War clone. (Oh, I went there.)
Look at David Cage: his surreal-fi adventures into Americana's darker facets bring to mind European expressionistic takes on the same genre in film. Truly, if Heavy Rain really is what Cage promises, and not, as some have predicted, Dragon's Lair with QTE shag scenes, I'd be more than tempted to label the man the Sergio Leone of the videogames industry. Well, okay, maybe. He'd probably prefer to be Howard Hawks, anyway, but he's far too French for that to ever happen.
And you know what: who cares if he fails? I mean, I'm sure he does - and Sony would probably want a word too - but that's not the point. Since Heavy Rain has started receiving significant press after the initial tech demo buzz back in 2006, it's introduced a dialogue in amongst gamers and developers (at least the ones who give interviews) about emotional engagement, artistic sophistication, and alternative approaches to interactive storytelling in videogames; in a progressive sense, the game has already done its job, even though it has yet to be released. Cage has always tried to open the door to a world outside Gears of War and Mario, but up until recently, very few people have bothered even having a peek.
Peter Molyneux is the same. Quite apart from the fact that he is largely responsible for some of the greatest games ever made at Bullfrog in the nineties - the memories of which certain Angries of Mayfair seem to have surgically excised - the experiments he's overseen at Lionhead have been nothing if not deeply interesting - and, as with Fable II, occasionally brilliant. (Less so, of course, if you're an RPGCodex inmate who would've preferred it to play like an obscure Roguelike made by a Danish pederast in 1989.)

Fable II.
He's a man who genuinely - albeit politely - despises the sort of perfunctory, by-the-numbers games design that permeates most releases these days, and goes out of his way to ensure Lionhead Studios is never responsible for any of it. And even when certain thoroughly playable titles haven't quite proven to be the orgasmic nonpareils he promised, he's actually been gentlemanly enough to apologise for it.
And yet Molyneux, Cage, Romero, and other pioneers remain targets. While justifiably praised in some circles, they're still regarded with an alarmingly personal sort of resentment in others. Why? There is a strange dichotomy present in the videogame consumer hive-mind, where newness and innovation are fervently demanded, and yet quite often rejected - usually with Pez-Dispenser banalities like "Games should just be fun" and "It doesn't know what it wants to be" - if said innovation and newness come with a few understandable rough edges. They will, say, explain (almost apologetically) that they didn't buy Pathologic because it was too buggy and ugly, despite the fact that they're still talking about it - unlike Quake IV, another first-person action game released on a huge budget in the same year and delivered with soul-crushing, faultless plodding competence.
Give me your Pathologics over your Quake IVs any day, I say; your flawed fascinations over your dull box-tickers. I feel this way because it's those dangerous experiments that lead to the most significant advancements in the videogames medium. And you should, too: if not for me, then for my goldfish.
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Comments (43) Latest comment 2 years ago
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It's the people willing to risk failure who are the ones who push things forward. And when there's so much money involved that's going to mean people who occasionally talk themselves up a bit too much (and sometimes look like tits as a result).
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But he sure made for a great article.
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It's a shame that Heavy Rain is still going to be called a ten-hour QTE by its detractors, but I completely agree that it's the kind of experiment that the industry needs to defeat the entropy of cloned game designs.
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'Famous names' such as those listed in the article create the concept, it usually takes about 10 minutes while on the bog. A team of hugely talented individuals then work their arses off for 2 - 5 years to actually realise it, often having to work around additional obstacles introduced periodically as the resident 'genius' comes up with zany new ideas.
OK, well actually Romero is a blinding level designer, one of the best out there IMO, so he should go back to doing that and be proud. Level designers aren't appreciated enough in this industry.
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An excellent point, well made.
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"'Famous names' such as those listed in the article create the concept, it usually takes about 10 minutes while on the bog. A team of hugely talented individuals then work their arses off for 2 - 5 years to actually realise it, often having to work around additional obstacles introduced periodically as the resident 'genius' comes up with zany new ideas. "
What a cretinous observation.
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Uh, that dialogue has been happening for years now. There's a slew of academia in the field precisely about that, along with many a blogger - developer or otherwise - which have discussed and/or created games around that discussion. Main difference is no one gives a damn to them precisely because it's not about Sony. Mostly, it's been in the hands of the indie crowd which makes people say "artsy fartsy" rather than "artistic sophistication" (and "artistic sophistication" when it comes to post-Bullfrog Molyneux is stretching it a bit, yes?). Everyone seem to love a spectacular failure when it comes from the big names in the industry, but not many people bother with unsung triumphs when it's from the fringes.
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His games are always the bestest ever and you'll get soundbites from him about it every day in the run up to release.
Sure, he apologises for his crappy games, but only after everyone has bought them.
Therefore in my eyes his apologies are utterly hollow when they come.
I'm not saying he's not a genius, or that he hasn't made some outstanding games, but I'm just saying he gets flak because he invites it!
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This supposed dialogue within gaming about 'emotional engagement, artistic sophistication, and alternative approaches to interactive storytelling in videogames' strikes me as an attempt to build a methodology for reading games on a crude and abstract foundation. Is narrative development really the most significant aspect of a game, or is it the user's interactions with the game (mediated through the controller?). It is very easy to write about 'emotional engagement' because it forgoes any technical aspect of the game's conception/construction and allows you to talk around an existing product. I do not think a useful or engaging argument on the direction of videogames can be built on that.
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It did so many things right, but it failed where it's most important. Selling your game. Talking about it like it's the second coming of Goldeneye. Like Cage did with Fahrenheit - and like he does it now, getting mentioned with excellent designers despite having a bad resumee so far.
I hope Heavy Rain will be great fun, innovative and thought-provoking, but praising it pre-emptively is is as bad as the spiteful internet towards designers that have proven to be able to create milestones.
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About the realtime foley mixing bit in Trespasser and no one's done that since.
Ahem
They did that in Colin McRae: Dirt and even got an entry into the Gaming Guiness book of records as a result. They weren't the only ones, I'm damn sure there's a lot of games that do that kind of audio these days: stops them sounding repeative and like games like they used to!
btw I did absoulutely love Tresspasser. (Although I do chuckle if I wake up in the night with a dead arm, having slept on it, I wave it about and reminds of the game)
OD
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You can see Trespasser's spirit live on in a few special games designers: it's that restlessness; that frustration with the current industry status quo; that desire to, say, make a Dante's Inferno game a cerebral and largely non-violent exploration into the concepts of sin and punishment, rather than a despicable, testicular God of War clone. (Oh, I went there.)
And not nearly enough people have gone there. I don't care how successful Dante's Inferno is going to be, I'm boycotting it because of the mindless rape of something that could be genuinely good that it constitutes.
He's a man who genuinely - albeit politely - despises the sort of perfunctory, by-the-numbers games design that permeates most releases these days, and goes out of his way to ensure Lionhead Studios is never responsible for any of it. And even when certain thoroughly playable titles haven't quite proven to be the orgasmic nonpareils he promised, he's actually been gentlemanly enough to apologise for it.
I don't agree. I was utterly in love with some of the innovations in Fable 2, albeit primarily because they implement what I'm researching at university, but the game design itself was so paint by the numbers Zelda lite that it didn't interest me at all.
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Personally, I think the atmosphere and mood created in Fahrenheit was excellent, it had some great dramatic moments and the cinematic approach was novel to a degree, but I absolutely agree that it was full of cliches and had a poor ending. All of your choices in the game made no difference, the ending depended on the last 10 minutes of the game - awesome! Two of which were more negative, bad endings. That sort of overall quality in the story seems strange.
(Also: ice penis)
This brings me on to my only disagreement with the article: sensible risk-taking and exploring new methods of developing games and their narratives *should* be encouraged and, yes, people shouldn't forever damn a specific leader for doing so and failing.
However, what I don't like is the hyperbole and promises that can result from this, particularly in the interviews - Fahrenheit (Cage), Fable 1 & 2 (Molyneux - throw in Black and White too) and Daikatana (Romero) all promised a great deal and I honestly think the consensus is that none of those games lived up to such, even though all but the latter were relatively fun and playable at least. The hype results in people creating an impression in their minds of what it will be like and they devote time and energy into checking out the game and anticipate it. When they feel disappointed, they're naturally angry and that's why there's a backlash.
I'm wondering if these promises are made precisely because the games are aiming to be different and sincerely are trying to be revolutionary (As opposed to other aspects like cookie cutter titles timidly seem to mention), it could be one of the main selling points that is made in the original pitch to publishers and therefore they carry over to the back of the box.
Is narrative development really the most significant aspect of a game, or is it the user's interactions with the game (mediated through the controller?).
My perfect game would be a blended balance of both.
Ultimately, for most people it's the latter that's more important, games need to be interactive, but that doesn't stop games being madew such as the 'interactive novel' (Or whatever the term the developers used, pardon me) such as Hotel Dusk, while the original Broken Sword was criticised for having far too much talking and not enough actual gameplay.
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Funny stuff. Always enjoy Alexander's articles.
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Let's just make sure I understand you properly first. You're saying that games designers... ther Molyneuxs, the Cages, and so on... fart out 10 minutes of concept, then fuck off for 2 years and masturbate frienziedly in a darkened room, pausing only to call in on a weekly basis to give the developers another ring to jump through?
Doesn't that seem a little... er... like a 15-year-old's vision of how any complex creative / technical project gets delivered? Or do I misunderstand you?
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Because there are many more other designers which deserve just as much attention? If the media (EG included) keeps focusing on the same major voices in this industry for whatever reason (nostalgy, or being lured by the big three console companies who think they get more credit when they have big names speaking for them) then we're going backwards. John Romero clearly has had its day, Molyneux has never come close again to reach the quality of Dungeon Keeper and David Cage gets too wordy about making not just a game when his studio has yet to make a game which isn't an experiment.
People want innovation but proper execution as well. Walk the walk instead of talking the talk and all that. In short, the media should broaden their horizons when they think they're quoting something newsworthy again.
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And a tendency in the games industrie (or the entertainment industrie in general) is to deny failure because you have to sell the product.
It makes people suspiciouse at best or in the worst cases, angry.
There's an easy fix: be ambitiouse, aim for the stars, innovate and try new things. But do not talk about it or show it to the press and public untill you are certain it works.
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FNAR FNAR! Love it.
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For every Gears there's an Army of Two, and so on. It's not necessarily about competing in the same market space, because it's not about massive market share. It's about doing something different because it's interesting and challenging and might open new avenues, and because it's what people want to do with what they love.
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I'm not sure why Gears of War is always brought up as an example of the conventional though. With the consequences of active reload, not being able to run backwards, sideways, or turn quickly when running forwards, and compromised accuracy when running or behind cover, I think it's done more to push 3D shooters forward than most games have. Then the sequel added meat shields, destructible scenery and stopping power to weapons. After Gears, games with visuals of similar quality but with characters jumping around and circle strafing just looks really silly to me.
A big part of the problem is marketing though, from initial press releases through to the blurb and screenshots on the back of the box. Gears is still a war game and can be described as such, but how do you explain to someone how a game like Brutal Legend plays, and expect them to take it all in? It can't easily be done, so some people avoid it because they think it's something it isn't, and others do play it but also find that it's not what they thought it was, which disappoints them because they were mentally psyched for something else.
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Oh my, you really really couldn't have hit the nail more on the head!
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Peter Molyneux has done extremely well financially based on his past reputation alone, and we really shouldn't feel sorry for him because of a bit of negative press. He's certainly no genius, just a shrewd and lucky individual who had a very good idea 20 years ago. I can imagine the folks at Rare chewing on leather every time he comes around to tell them how to make games.
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A good while back EDGE ran a fascinating look at the making of Angel of Darkness, interviewing several of the key individuals involved in the game's troubled development and subsequent critical failure. I'd like to see more of this kind of writing in game journalism - it makes a refreshing change from the breathless, anticipatory features on big, fat triple-A titles which often scan as little more than expanded PR marketing blurbs. It's also this kind of of writing that can differentiate one video game site from another.
Well done on a thoughtful, left-of-centre article.
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Anyone know?