Matthew Ota's Profile

Member since Nov 20, 2007, follows 0 people, 0 public groups, 7 public bookmarks (7 total).

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  • http://www.helenahistory.org/st_helena_cathedral_interior_modern.jpg on 2008-11-11
  • BlizzCast Episode 5 on 2008-09-07
    • Bashiok: Of Course. So moving on to the coolest
      thing about Diablo – the abilities – your hero class, what you're destroying
      monsters with at WWI there was a lot of emphasis on art and design coming
      together to create a cohesive ability, you need the effect to make it look cool
      but you also need the design to make it function in a way that's interesting.
      But aside from the cool effects for the abilities; what really comes from design
      to request or need an ability for a class? From a design perspective what are
      you thinking about when you ask for an ability?
      Jay Wilson: Well there are a
      lot of factors that go into ability selection. Some abilities satisfy those
      factors a little differently and that's fine. You mentioned cool factor that's
      an important one, you want an ability to be cool, you want a class to be cool,
      so if he's going to be cool his actions define that. So if he's does cool stuff
      he's going to be a cool class. The next one is you really want him to be
      archetypal. A great example with the Barbarian is we really wanted him to be all
      about physical force so we made some of his choices, like the changes we made to
      leap attack: it's a lot more forceful, it does AOE damage instead of single
      target damage. We did those types of things to enforce the fact that he's a very
      physical character. You know the next one would be we want each class to be
      unique. What happens is a lot of players will request ‘Can we have 20 or 30
      classes?' The answer would be yes but a lot of them are going to be really
      similar and we don't want that. We want each class to feel unique, to have
      unique abilities that are key to them. But the one that probably defines them
      all is really function and challenge, as we create new enemies and new
      challenges for the players to face, a lot of times giving the player the tools
      to face those challenges is in the form of an ability. If we introduce a
      character or an enemy who is really good at controlling the player, say he's got
      crazy slow attacks that make it really hard to face him, especially if you're a
      Barbarian, maybe the Barbarian needs some kind of way to counter that, maybe he
      needs an ability prevents him from being slowed or allows him to get good hits.
      D2, Diablo 2, had abilities like that as well, like concentration and things
      like that. So function is one thing, the challenge of enemies, keeping a class
      archetypal, all those different things
  • Postmortem: Irrational Games' System Shock 2 on 2008-08-27
    • Another
      feature of our development philosophy is that everyone participates in game
      design. Why? Because all three of the Irrational founders wanted to set the
      design direction of our products, programmers were able to resolve design issues
      without having to stick to a design spec, and we strongly emphasized game design
      skills when hiring all of our employees and contractors. In all our interviews,
      one of our most pressing questions to ourselves was "Does this person get
      games?" Failure to "get" them was a definite strike against any prospective
      employee. Ultimately, the team's passion for and understanding of games was a
      major contributor to the design of the final product.

    • What
      Went Wrong


      1.
      Poor level design process


      Level
      design is a clearly defined professional activity in the game industry. It's a
      profession that mixes artistic and technical skills in equal measure, and the
      bar is raised on both fronts every year. Despite our understanding from the very
      beginning that the level building would be a problematic part of the System
      Shock
      development process, we didn't quite grasp how difficult and time
      consuming it would be, nor did we expect that it would eventually block the
      shipment of the game.


      In
      hindsight, our failure to understand the amount of work needed to design levels
      is reprehensible given that we had seen the same problems emerge on
      Thief, and that System Shock 2 levels involved substantially more
      complex object placement than Thief. I attribute this error mostly to our
      denial of the problem - we had a limited budget for level designers and there is
      a long training time required to get designers familiar with the complex Dark
      Editor. So we locked ourselves into working with the resources we had. Since
      each individual task required from the designer (apart from initial
      architectural work) was relatively simple, it was easy to believe that the sum
      total of work was also relatively small. What we overlooked was the fact that
      System Shock 2 involves so many objects, scripts and parameters. As such,
      the work load on level designers was excessively large. In addition, we made a
      classic beginner's mistake and failed to provide adequate time for tuning in
      response to play-testing feedback. In System Shock 2 this was
      particularly important because the ability of the player to re-enter levels
      means that the difficulty of a level cannot be adjusted in isolation from the
      rest of the game. Often we had to impose global changes across all levels, which
      could be very expensive even when the change was relatively minor.






      Cold comfort in
      Hydroponics.

      We took
      a novel approach to the level building process by attempting to apply design
      levels using a production-line method. Using this metaphor, we attempted to
      divorce the different stages of work on the level: rough architecture,
      decorative and functional objects, architectural polish, and lighting. It was
      not considered necessary for the same individual to be involved in all stages of
      this production process. This approach had positive and negative consequences.
      The advantages were that we could track progress on levels, we could "bootstrap"
      levels fairly quickly, and we could (in theory) swap individuals in and out of
      different tasks. The disadvantages are fairly obvious, and most stem from the
      fact that the various stages of level design are clearly not independent (for
      example, architecture is ideally built with an understanding of the functional
      objects that are to be used in the level). Although I think our process was
      necessary in order to get the game out on time, it probably detracted from the
      quality of some of the levels. In addition, psychological factors, such as lack
      of ownership and training issues (stemming from unfamiliarity with levels) speak
      very strongly against transferring people from one task or level to another.
      Nevertheless, there were several benefits of our procedure - mostly the ability
      to employ particularly talented individuals to pinch hit on particular levels,
      and the psychological benefits of completing architectural work early in the
      schedule.

    • 4 more annotations...
  • IGN: GC 2008: Tyranids Confirmed! on 2008-08-20
    • IGN: How do the Tyranids differ in terms of gameplay to the other, familiar
      factions of Dawn of War II?


      Philippe Boulle: The Tyranid
      swarm is a single organism, not an army of individuals. Defensive "meat shields"
      of disposable creatures protect powerful specialists. These specialists also
      serve as conduits for the guiding Hive Mind, empowering the smaller units and
      making them more effective.

      Players will actually see the swarm change
      tactics and behavior as it comes under the guidance of these synapse
      creatures.
    • IGN: Let's get into the gameplay a bit. One thing that might surprise people
      in the Space Marine campaign is the move from traditional resource
      gathering/base building RTS gameplay seen in the original Dawn of War to a more
      tactical sense of gameplay. What's the reasoning behind this?


      <!-- start image div -->

      You're gonna need a bigger
      Space Marine.
      <!--- end image div -->Philippe Boulle: Dawn of
      War II is all about getting players straight into the action.

      Above all,
      base building and resource gathering are pacing tools in an RTS. They provide a
      way for the game to release more and more powerful units over the course of a
      mission and do it in a way that a player can approach in several ways. That's
      fine for competitive multiplayer but doesn't quite fit as well in a
      single-player, story-driven campaign.

      For one, you're playing missions
      that build upon one another in the storyline, so it always feels odd to have to
      rebuild your army every time. Second, I'm leading an elite strike force against
      the fiercest enemies of humanity; wouldn't I have my heavy weapons with
      me?
      We're allowing players to focus on how they use their weapons, units and
      abilities to resolve tactical puzzles. They get straight into the action instead
      of climbing the same tech tree again and again.

      Decisions like what units
      to field, where to invest, what weapons to wield, etc. are still an important
      part of the single player campaign, we've just alleviated the stress of having
      to manage it on the ground in the middle of battle and made each of those
      decisions more impactful on your performance within those battles.
  • 11 innovation lessons from creators of World of Warcraft on 2008-04-09
    • 1. RELY ON CRITICS
    • 2. USE YOUR OWN PRODUCT

    • 14 more annotations...
  • IGN: Dark Sector Refused Classification in Australia on 2008-03-09
    • In its report, the Board describe Dark Sector as a "violent and sometimes
      gruesome game with a sinister storyline and ominous outcome. The violence and
      aggression inflicted upon the protagonist is of a high level, naturalistic and
      not stylised at all."
    • For instance: "When Hayden cuts off his opponent's limb with the glaive, large
      amounts of blood spray forth from the stump and the injured person screams in
      agony which increases the impact." The report also mentions that some of the
      most violent elements of the gameplay, including "decapitation, dismemberment of
      limbs accompanied by large blood spurts, neck breaking twists and exploding
      bodies with post-action twitching body parts" are "relatively easy to
      accomplish".
  • 10 Mistakes in Icon Design - TurboMilk on 2008-02-13
    • #1 Insufficient differentiation between icons
    • #2 Too many elements in one icon
    • 8 more annotations...

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