Reboot your AAA brain - the blog post by former PCF lead (Bulletstorm, Painkiller)

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I've done nothing with my life except eat and fap
It's aimed at game designers but still it's a pretty interesting read for anyone else.

reboot_brain.jpg


The author left Epic this summer.

I'll post the beginning.

When the previews of your latest AAA game hit the net, it hurts you to see a comment that the game is “just more of the same”. It is not true, you think. It cannot be true. Our game has a unique gameplay hook. Our visual style is original, and no one else has our tech. You shake your head, angry at yet another Internet troll, and you move on. Big mistake.

When you design AAA games for an AAA studio, it’s easy to live in a bubble. Famous journalists from the biggest gaming magazines do interviews with you. You and hundreds of thousands of gamers watch your face on YouTube. Your game is advertised on a national TV.

I am a rock star.

You work hard and give it your best. Every day you make dozens of decisions. The color of the heroine’s hair. Branches of the skill tree. Enemy variants.

Every day the game grows.

You think you see everything. How each element of the game affects another. You see the entire structure. You got it under control.

The game is better and better each day.

You track what the competition is doing. Despite your busy schedule and long hours, you still play a lot of games. You know what’s in store for the future. You see the trends. You have an inside info on the next-gen.

You are a creative mind, eager to learn, working hard, making a big game. You’re doing everything you should be doing. Right?

No.

You’re not.

You just can’t see it.
 
Eh, not very interesting, that article. Very abstract.

This is poor:
The catch is that you will understand the benefits of rebooting your AAA brain only after you do it. You cannot explain it to someone who’s not a father what it feels like to be one. You can throw “unconditional love” and “life forever changed” at them, and they will say they get it. But they don’t. And they will only see that after they become fathers themselves.

Trust me, I’ve been there. I realized how much I needed the reboot only after it actually happened.

I know the article is meta, and I'm supposed to question that bit, but it's not a worthwhile exercise as the message is "question everything". Same with the focus on indie games.
 
I bet the medal of honor warfare guys thought they had an AAA game. Little do they know. The ended up scoring toe to toe with disney titles and licensed movie games.
 
yes, according to NPD

Or are less games sold in store and more online. Haven't bought a physical game in 2 years.
And Halo 4 is the only one. But i did bought like 30 games on steam,origin and other platforms.

Bad games, execute a cookie cutter design plan also bad.
Or focusgroups(insomniac never forget what was their new game again :p)
 
Um, Bulletstorm tanked. Not sure why he thinks he's in a position to give advice for success.
no no no

read BEFORE you troll

also, pulling an ad hominem like that is a good way to tell that you have nothing to contribute
 
Um, Bulletstorm tanked. Not sure why he thinks he's in a position to give advice for success.
Er... Bulletstorm tanking is the precise reason he's in a position to give advice. Derp.

from the article said:
You have a magic marker and all you do with it is paint dicks on a wall.
An amusing way to look at things.
 
When reading the article I couldn't help but think of Valve and what they've been doing for years. Look at the mod scene, what are people playing, grab it and give it a AAA budget. Team Fortress 2 and especially Dota 2 seem to be a direct result of "rebooting AAA."

I also love what he was saying about indie games taking huge chances like how Amnesia removed combat. I think a lot of us have been yelling about that for years as survival horror games become more about gunplay and less about horror. Finally we have a successful indie game to point to and say "here, see, this is how it should be done."

Very good article.
 
When reading the article I couldn't help but think of Valve and what they've been doing for years. Look at the mod scene, what are people playing, grab it and give it a AAA budget. Team Fortress 2 and especially Dota 2 seem to be a direct result of "rebooting AAA."

I also love what he was saying about indie games taking huge chances like how Amnesia removed combat. I think a lot of us have been yelling about that for years as survival horror games become more about gunplay and less about horror. Finally we have a successful indie game to point to and say "here, see, this is how it should be done."

Very good article.

Can you explain how DOTA 2 fits this philosophy? That's a pretty well covered genre at this point. I haven't played any of those dota-style games, but it seems like DOTA2 is just an extremely polished one of those with the infinite backing of Valve.
 
Um, Bulletstorm tanked. Not sure why he thinks he's in a position to give advice for success.

Man I wish we had the strict ban rules for posts like this. It just derails the thread.


I don't think indie games are the end all be all answer to the industries problems but it has been interesting watching big names go to indie developers and mobile development.
 
I agree that the main problem with most console games these days is that they are not even bad. There is nothing to say about them.

I mean, I can say that the Stanley Parable is shit because there is not much to do in it and the "narrative" point it tries to communicate is obvious, over laboured and in bad spirit. But it is still interesting enough to try and play through once to come to that conclusion.

There is room for blockbuster games that just polish the basics on well understood genres and avoid being too deep or interesting. But this is strictly a game of musical chairs as the people who buy them do not care much about experiencing things that are different or off brand.
 
AAA market will by definition allways be a conservative and predictable rehash of popular themes and tropes.
It centers around an audience that is deeply conservative and doesn't want to be challenged or pushed out of their comfort zone.

Note that it is entirely possible to enjoy innovation and be open to new games while still enjoying AAA games, but that's really not the way these games are designed and consumed for the most part.
 
Indie games can surprise people. Your games do not. You have a magic marker and all you do with it is paint dicks on a wall.
That's a game industry metaphor I entirely agree with.
 
Interesting blogpost. I don't agree with all of his points, but interesting nonetheless. I wonder if it's common for developers let their egos run their development.
 
Great read. But I think there is a place for all types of games. I'd hate for R* to try and "reboot" GTA into some existential experience. I'm also against trying to change the core mechanic of some of my favorite games, but I am always welcome to try new ones.

I think the biggest issue (and this may be the extended generation we're looking at) is that developers do not want to take risks, and neither do consumers.
 
Great read. But I think there is a place for all types of games. I'd hate for R* to try and "reboot" GTA into some existential experience. I'm also against trying to change the core mechanic of some of my favorite games, but I am always welcome to try new ones.

I think the biggest issue (and this may be the extended generation we're looking at) is that developers do not want to take risks, and neither do consumers.

One problem with taking risks is that if your AAA game bombs you're pretty much fucked. And yeah, the audience at large doesn't really like change either so it's kind of a self-sustaining problem.

Some devs forget that playing it too safe is also a risk though.
 
One problem with taking risks is that if your AAA game bombs you're pretty much fucked. And yeah, the audience at large doesn't really like change either so it's kind of a self-sustaining problem.

Some devs forget that playing it too safe is also a risk though.

It basically killed the subscription MMO market, yeah.
 
It's amazing how you can just shoot your mouth off like that. Weren't you the same person who said that boss battles should be removed from games?

That was me, yeah. I'm not a drive-by troll though or a troll at all. There seems to be a thing with me lately where my replies (which again are genuine) spark small controversy days later.

Full disclosure though: I never got around to reading the full thing, but the opening in the OP came off as very presumptive and slightly condescending to me.

If you wanna say I shouldn't post guy reactions/the first thing that pops into my head, fine. Fair point. I'm not a troll though.
 
A fascinating article, to be sure. I think a lot of devs--even ones I like--get hung up on some gimmick of their game's and they forget that most gamers have seen all this before. I really think that if developers would think of their games in a story context first and build the game from there, game development would ultimately be better off.

Currently, it appears as if they go about things by looking at the game genre first, then iterating on it. "Hey, I want to make a 3D Platformer." "Cool. How do we make it different?" "What if it had teleportation that turned your character different colors?" "Alright, awesome! This will clearly be the greatest game ever" "Yes. I agree with your assessment. Let us spend forty million dollars on this game now." "Okay."

As a result, we get something that doesn't, at its core, feel very special. Even if it's done well, it's not interesting enough to retain attention.

Any good storyteller will tell you that one of the most important aspects of storytelling is surprise. If your audience knows what's going to happen next, your audience won't care. Games are quite similar.

If developers were to focus on story first and gameplay second (realizing that gameplay is a way of telling a story, thus avoiding the trap of "story first, thus horrible cutscenes"), they'd have to come up with mechanics that supported the story.

Let's say you've decided to make a game about a thief in 1930s Paris during a zombie apocalypse. The city has been walled in, and now everyone's just waiting to die, sometimes shuffling between the other cities that survived on massive, heavily-guarded trains.

What kind of gameplay would work best for that? How can thieving be made interesting? How do the zombies affect gameplay? (obvious answer: they serve to influence the attitude of the narrative and present a natural barrier that keeps players from leaving the city)

Asking all these questions can result in new kinds of gameplay that feel more organic, coupled with an interesting story. Instead of being Gameplay + Gimmick + Bolted-on Story, a game with the story developed first, if it's done correctly (See: Max Payne 2's greatness as opposed to Max Payne 3's terrible overuse of cutscenes, even for simple things like climbing ladders), ends up feeling like a more organic whole.

So yeah, if you want more innovative gameplay, stop trying to come up with gameplay mechanics out of the ether: let them from organically from the story you're trying to tell (and what successful AAA game doesn't try to tell a story?).

I gave up on Assassin's Creed: Revelations because the story sucked; while the mechanics were fine, they were somewhat stale, and there really isn't much reason to stay with that franchise for gameplay that hasn't fundamentally changed (aside from the hook-blade and bombs that Ubisoft were HYPING as if it was going to change everything--kinda proving my point) since Brotherhood.

It's not to say that designing a game with gameplay first won't always work--Dishonored, which hyped the teleportation gimmick up, was still brilliant because of its massive emphasis on player choice, as well as its flawless use of the first person perspective in everything from melee to shooting to to climbing to swimming and even basic walking. Of course, having a great story (too many people confuse plot with story, but that's another discussion for another day) definitely helped, but Dishonored is one of those rare gems that did everything right from a gameplay perspective. Too bad people felt like it had to be Thief 4, rather than its own, unique thing.

Um, Bulletstorm tanked. Not sure why he thinks he's in a position to give advice for success.

Your ignorance of the article aside, Bulletstorm's failure was a result of a terrible demo, off-putting advertising, and a really short single-player campaign with co-op multiplayer. For whatever reason, people seem to prefer versus.

Oh, and it wouldn't let players jump, which made movement suck.

It was a great game in a lot of aspects, but it needed to be longer (lengthy first-person perspective games tend to perform quite well; otherwise, they need substantive multiplayer) and have some genuinely unique skillshot stages instead of recycled campaign nonsense.
 
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