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Monday, March 28, 2011

Of Rockstars and Revolutions



A few years ago I wrote blog post comparing the graphic novel Persepolis to the video game Just Cause, lamenting that while a revolution would be a great setting for an open world-style AAA game we would likely never see it, because AAA developers seem to have neither the interest for nor the balls to treat the subject as anything other than a GTA-style violence-fest. Persepolis, a touching and complicated personal account of the 1979 Iranian Revolution, is closer to what I wanted to see in a game that dealt with such potent concepts. Just Cause, while fun, was - like GTA - a joke when it came to addressing the topics it raised.


Four years later it seems like someone is trying to make my dream come true... at least in theory. To my amazement this person is former Rockstar writer/designer Navid Khonsari, an Iranian-American who is apparently putting his full weight behind a commercial video game based on the 1979 revolution, called simply 1979: The Game.

I'd never heard of him before, but Khonsari was apparently one of the driving creative forces behind the PS2-era GTA games - GTAIII, Vice City, and San Andreas. So not only was he at Rockstar, he was specifically involved in the initial birth, evolution, and maturation of GTA as a mass-cultural phenomenon, setting the tone for all Rockstar's subsequent creative output as well as their public image as the badboys of the industry.

Given my sour stance on Rockstar (I find their use of irony more evasive than genuine, rendering their supposed "social commentary" insincere in most cases.) I admit that I didn't want to believe Khonsari might be making my dream game: a sophisticated political statement, occupying a space outside America's dominant narratives, with a AAA budget behind it, and made by an articulate visionary who is also a good game designer. Yet I have to admit... this interview comes close to creating such an impression.


It's interesting what he says about fiction versus non-fiction. This, I guess, explains how the same mind that (partially) produced GTA: Vice City can also produce 1979: The Game. I don't agree with what he says. The mercurial relationship between fact and fiction is not so simple. Myth shapes reality and reality shapes myth. I don't believe that labeling something 'fiction' is a free ticket out of treating social, political, or whatever content with subtlety or complexity.

Khonsari seems to be arguing that GTA's pseudo-ironic vapidity was justified by the fact that it was "in the crime genre", which is how he distances 1979: The Game from it in terms of social outlook. Yet if we look at the crime genre outside games we see a massive swath of approaches and styles, from shallow and cartoony to mature and serious. GTA didn't have to be Scarface. It could have been The Wire, and the fact that Khonsari glosses over this fact seems calculated.

That said, his over-simplified construction that non-fiction demands social responsibility seems to serve him well as a mass-cultural stance. It's certainly an easy way to justify both GTA and 1979: The Game at once. A more complicated stance would certainly be harder to explain to his rather skeptical interviewer, which makes me wonder whether Khonsari himself believes it or whether it's something he just tells journalists. Either way, if it helps him get such a game made and distributed I can't fault him too much for it... though it could be a problem if such rhetoric became commonplace.


There are virtually no gameplay details, so who knows if this game will ever even see the light of day. It is significant though, I feel, that a former Rockstar designer is taking a vocal stance on such a game, chatting it up to the international press and making an impassioned argument about the value and place in the AAA market for such games. It really makes me reconsider my take on Rockstar, considering that perhaps not everyone there is satisfied by the company's approach to controversy. If so we'll hopefully see more Khonsaris in the future.

Monday, March 21, 2011

Interview with Dan Schmidt



Part 2 of a continuing audio podcast series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design in such games as Ultima UnderworldSystem Shock, and Thief.

In this episode I talk with Dan Schmidt, who was with the company from its very early days (back when it was called Blue Sky Productions). A programmer by vocation, but filling a variety of roles from project management to design to music composition, Dan helped set the tone for the company's subsequent creative output in early projects like Ultima Underworld and Ultima Underworld II.

The podcast covers these projects, as well as Dan's work on Terra Nova, the ambitious squad-based robot sim, and his work in the early stages of Thief before moving on to work at Harmonix Music Systems in its pre-Guitar Hero days.

If you want to know what NHL '92 has to do with both Ultima Underworld and Rock Band (and who doesn't?) give it a listen.

Download the podcast here.

See a transcript here.

Tuesday, March 15, 2011

Shinobido - The Lost Ninja Simulator



I am embarrassed to say I was unaware of Shinobido's existence until a few months ago, when the design lead of Fallout: New Vegas recommended it to me over drinks at Austin GDC. I was mildly shocked to learn it was by Acquire, the makers of the original Tenchu, and that it continued that game's more open-world approach to stealth that the later Tenchu sequels abandoned.

I had no idea Acquire had lost the Tenchu license, and that after they lost it they created Shinobido as its spiritual successor, combining its open level design with the choice-driven narrative structure they pioneered in Way of the Samurai, their other main series. Given my love of TenchuWay of the Samurai, and open-world experiments in general I was flabbergasted this game somehow got by me... until I discovered it had been localized for PAL regions only. Apparently it was too experimental for us yanks.

After searching for several weeks (and being shipped a Norwegian copy by mistake) I managed to procure the U.K. version of Shinobido. To me this was the "real" Tenchu 3, the game that continued to build on the design agenda of Tenchu and Tenchu 2. The latter had actually expanded on the open-world aspects of the original, added a level editor, but was marred by the fact that the PS1 hardware couldn't quite handle the size of its world.


Shinobido looks a bit like Tenchu 3 at first glance, only unlike From Software's PS2 sequel it isn't just a streamlined version of Tenchu 1 with prettier graphics. It's a crazy, ambitious experiment that feels more like a "ninja simulator" than a game. It's over-arching structure reminds me a lot of Deus Ex (though it obviously comes from Way of the Samurai) with three opposing warlords all seeking your service in their quest for political power.

Each "phase" of the game involves a series of opposing job offers, only one of which you can take. What really makes this interesting is how elegantly the high level politics connect with the low level gameplay. You can accept missions against lords who like you, and they will be none the wiser if you are clever enough not to get caught. This is, in fact, how a faction system should work: as a matter of NPC perception, not global switches.


Failing a mission does not mean death in Shinobido. I means humiliation, the loss of reputation with a lord. In fact, you can only "die" during certain boss fights, something which the game warns you about beforehand and gives you the option to opt out if you aren't confident you will survive. Although you can cheat this system with save/loading, it is extremely tedious to do so, making Shinobido a game about weighing the political consequences of every moment.

You have to be very good at being silent in order to navigate the politics effectively, and the way the game brutally punishes any form of grandstanding reinforces this. Taking on multiple opponents, martial arts movie-style, is quite impossible. A group of startled guards will simply rush you, screaming into the night for anyone in earshot to help. Soon the whole damn neighborhood is awake, your lord will be furious, and you feel like the worst ninja ever.


Though Shinibido nominally follows a Tenchu-like mission structure it's really an on-going simulation of faction politics, with the missions serving as on-the-ground reflections of the current political climate. High level goals have low level consequences, like when, having delivered a box of weapons to a lord in one mission, you find all his soldiers equipped with them in the next... making him harder to betray, should you feel so inclined.

To me this is a much cleaner, more interesting variation on the faction politics of Deus Ex 2, in which faction decisions didn't seem to effect the core gameplay as directly or as obviously. I love the idea that a faction is a living organism with persistent features that change based on your story decisions, and Shinobido deserves credit for showcasing this idea well, even if it doesn't explore the idea fully.


Other points of interest: Shinobido one of the only stealth games I've played where guards will actually pick up and carry dead comrades away, something which seems like it should be addressed a lot more but somehow never is. The game also does a brilliant job of incorporating its level editor (one of the clear hold-overs from Tenchu 2) into the fiction, presenting it as the "garden" outside your house that you "decorate" it between missions, adding straw dummies for training but also traps to ward off invaders, who appear periodically in the form of a fortress defense mini-game.

Physics are a big part of Shinobido's gameplay, which is unusual for a Japanese game, and is the source of some of its flaws. In a game with consequences this steep, the unpredictability of collision at times can be very frustrating, though it does contribute to the general sense that being a properly elegant ninja takes real dedication (the animation for when you trip over a dead body, for example, seems designed to humiliate).

I haven't finished Shinibido, but I like a lot of its design conceits. The way it connects its faction system to its moment-to-moment experience makes a lot of sense, at least conceptually. I think it would be more interesting of the simulation aspects were more persistent, less branchy... meaning it would be nice if characters and events would exist in the world whether or not you accepted a mission about them. I would have liked to have been able to simply decide for myself to assassinate Sadame, attack a shipment of weapons, etc., and watched the political fallout from the shadows.