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10 Greatest Video Game Designers Part 2

Saturday, November 29th, 2008

These are the ten heroes of video game design. They have been responsible for games that have forever changed the medium and consequently the video game industry as a whole is indebted to them. Also included in this list is a career highlight list for each designer, a bit about how they personally influenced me as a designer and some fun trivia about them. This is part 2 of this list.

To go to Part 1 of this list click here.

5. Sid Meier
Sid Meier picture
The owner of my favorite game design quote:

“Gameplay is defined as a series of interesting choices.”

Every time a new Civilization comes out it ends up ruining any productivity of mine for months on end. They are so good and addictive I actually try to stay away from them because I know I will get nothing done as soon as I start playing them.

Also do you remember those keyboard key guides that you had to lay over on top of your keyboard that to came with F-15 and F-19? Those were complicated games.

Career Highlights
1. F-15 Strike Eagle
2. F-19 Stealth Fighter
3. Railroad Tycoon
4. Sid Meier’s Pirates!
5. Civilization

4. Warren Spector
Warren Spector picture

“Hell no we didn’t achieve what we were striving for on Deus Ex. What you do is you aim for the moon so you end up hitting Hawaii or something. If you aim for Hawaii you end up in Keokuk, Iowa or something, you know?” – Warren Spector

Warren Spector’s rules of game design in his postmortem of Deus Ex laid down the starting bumpers for me as a game designer.

a. Always show the goal. Players should see their next goal (or encounter an intriguing mystery) before they can achieve (or explain) it.

b. Problems not puzzles. It’s an obstacle course, not a jigsaw puzzle. Game situations should make logical sense and solutions should never depend on reading the designer’s mind. And there should always be more than one way to get past a game obstacle. Always.

c. No forced failure. Failure isn’t fun. Getting knocked unconscious and waking up in a strange place or finding yourself standing over dead bodies while holding a smoking gun can be cool story elements, but situations the player has no chance to react to are bad. Used sparingly, to drive a story forward, O.K. Don’t overuse!

d. It’s the people, stupid. Role-playing is about interacting with other people in a variety of ways (not just combat… not just conversation…).

e. Players do; NPCs watch. It’s no fun to watch an NPC do something cool. If it’s a cool thing, let the player do it. If it’s a boring or mundane thing, don’t even let the player think about it — let an NPC do it.

f.
Have you patted your player on the back today? Constant rewards will drive players onward. Make sure you reward players regularly. And make sure the rewards get more impressive as the game goes on.

g. Players get smarter so games get harder. Make sure game difficulty escalates as players become more accustomed to your interface and more familiar with your world. Make sure you reward the player by making him or her more powerful as the game goes on.

h. Think 3D. A 3D map cannot be laid out on graph paper. It has to take into account things over the player’s head and under the player’s feet. If there’s no need to look up and down — constantly — make a 2D game!

i. Are You Connected? Maps in a 3D game world must feature massive interconnectivity. Tunnels that go direct from Point A to Point B are bad; loops (horizontal and vertical) and areas with multiple entrance and exit points are good.

Career Highlights
1. Wing Commander
2. Ultima Underworld I and II
3. Thief: The Dark Project
4. System Shock
5. Deus Ex

3. Peter Molyneux
Peter Molyneux picture
This man made me feel like a god. Peter Molyneux is the father of the god game. To his credit are some of my favorite games of all time. Populous was the quintessential god game, Syndicate was way ahead of its time (see my write up of Syndicate here), and Dungeon Keeper turned video game conventions upside-down by casting the player in the role of the villain.

Beyond being one of the greatest designers in history, he has what few designers have, an uncanny ability to sell. In fact he is so notorious with his tall tales; few take his proclamations without a grain of salt nowadays. Despite being skeptical whenever the man opens his mouth, I end up buying whatever the man is shilling because he has an infectious enthusiasm and a way about his personality and demeanor that convinces you that each and every game of his is going to revolutionize the world. With well-over two decades in this industry, Molyneux still remains relentlessly relevant. This is amazing in and of itself. This is a video of him selling you on the dog in Fable 2.

After watching that how can you not like the guy?

Career Highlights
1. Populous
2. Syndicate
3. Magic Carpet
4. Dungeon Keeper
5. Fable

2. Will Wright
Will Wright picture
In many ways Will Wright is the antithesis of Miyamoto, you can easily imagine Will Wright growing up, staying in doors playing board games, analyzing their systems, and building model airplanes, cars and boats. Where the two are the same are their creative drives to make games that give the user new experiences. Will Wright sums up his own methodology for making games better than I could have:

“Well, one thing I’ve always really enjoyed is making things. Out of whatever. It started with modeling as a kid, building models… I think when I started doing games I really wanted to carry that to the next step, to the player, so that you give the player a tool so that they can create things. And then you give them some context for that creation.”

Will Wright’s speeches are always entertaining as well as inspiring. It’s incredible how his research and thought process for his games come about. As I could not embed the first video, you will have to click on the link in order to watch:
GDC 2008 – An Evening with Will Wright

This is a second shorter video of another speach he made at TED.
Will Wright: Toys That Make Worlds

Some additional reading:
Will Wright fan site

  • The history and hobby tabs were fascinating reads for those with the time and inclination.
  • Fun Fact from the “Game Master” article in the New Yorker: “Wright was a former Robot Wars champion in the Berkeley-based robotics workshop, the Stupid Fun Club. One of Wright’s bots, designed with the help of Wright’s daughter Cassidy, “Kitty Puff Puff”, fought against its opponents by sticking a roll of gauze onto its armature and circling around them, encapsulating them and denying them movement. The technique, “cocooning”, was eventually banned.”
  • Career Highlights
    1. SimCity
    2. Sims
    3. Spore

    1. Shigeru Miyamoto
    Shigeru Miyamoto picture

    “I think I can make an entirely new game experience, and if I can’t do it, some other game designer will.”

    If you read the Will Wright entry, I tipped my hand on the #1 game designer, not that there could be any other choice.

    If there is a face of gaming, it would be Shigeru Miyamoto. I would describe him as the Stan Lee of video games. After Atari’s collapse, everybody thought games were a fad that would go the way of the hula-hoop, but Nintendo made sure video games would have a bright future. Shigeru Miyamoto was at the forefront of the revival.

    As much as anybody, Miyamoto’s creations influenced my childhood. I remember working my ass off doing chores and begging to get an NES so I could play Super Mario Bros. It took two successive Christmases of doing chores everyday and eating my vegetables before my parents finally got the system for me. That Christmas morning is my happiest childhood memory.

    As you can probably tell, Miyamoto’s childhood story is a lot more interesting than mine. His upbringing is worth mentioning because it was so influential in his video game creations.

    According to Miyamotoshrine.com

    “Shigeru Miyamoto was born and raised in a rural community near his current home of Kyoto, Japan. Miyamoto was humbled by the natural world surrounding him. Add to that the lack of a television set growing up, and you have a boy whose sense of adventure and imagination was limited only to what his own mind could produce.

    Miyamoto would often explore his natural surroundings in Sonebe to bide the time. Rice fields, canyons, grassy hills, waterways. the ideal setting for such an adventurous young man. Then one fateful day, Miyamoto made a discovery that would later resonate in his future endeavors, as would many things from his childhood. Shigeru had discovered a hole in the ground. Not just any hole, but a large hole. Upon closer inspection it was obvious that this hole was actually something more. It was in fact, the opening to a cave.

    Young Miyamoto returned several times before building up enough courage to enter. Armed with only a lantern, he ventured deep inside until he came to another hole that led to another section of the cave. This was breathtaking for such a young man. Unforgettable even. And Miyamoto certainly never forgot.”

    This sense of wonderment and exploration of a magical world translates so well in his games. Knowing his past it is easy to see where Legend of Zelda sprang out of Miyamoto’s childhood experiences.

    I will never forget his GDC 2007 speech that I attended that implored aspiring game developers to occasionally put down their video games and to go outside to learn more about and explore the world around them. It was such a breath of fresh air to listen to him.

    Career Highlights
    1. Donkey Kong
    2. Super Mario Brothers
    3. Legend of Zelda
    4. Nintendogs
    5. Wii Fit

    Go to Part 1 of this list.

    See my other related articles also:
    Become a Video Game Designer: Everything You Need to Know Part 1
    Best Games of All Time by Genre Part 1
    Top 5 Greatest Moments in Competitive Gaming (eSports)
    What Video Games Taught Me About Life
    Low Skill Cap and Luck (RNG) in World of Warcraft PVP
    Roger Ebert is Right: Games are Not High Art…Yet
    What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?
    Dead Space Through the Eyes of a Game Designer
    Call of Duty: World at War Through the Eyes of a Game Designer
    Gears of War 2 Through the Eyes of a Game Designer
    8 of the Most Underrated or Overlooked Video Games of All Time
    Pimps at Sea err I mean Age of Booty & Gen 13 Cosplay
    My Student Films 2: EverQuest Documentary and Guilty Gear Isuka Trailer
    Best MMA Fights & Genki Sudo: Real Life Video Game Character

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    Posted in Video Games | 8 Comments »

    10 Greatest Video Game Designers Part 1

    Thursday, November 27th, 2008

    These are the ten heroes of video game design. They have been responsible for games that have forever changed the medium and consequently the video game industry as a whole is indebted to them. Also included in this list is a career highlight list for each designer, a bit about how they personally influenced me as a designer and some fun trivia about them. This is part 1 of this list.

    10. Tim Schaffer
    Schaffer picture
    The consummate storyteller. Tim Schaffer’s talk titled: Adventures in Character Design detailed his method of research in creating characters was a big inspiration to me.

    Here are some of the notes I took while listening to the podcast so you don’t have to:

  • Characters should be wish fulfillment. This doesn’t mean they can’t be goofy, or nerdy, or losers. There are lots of ways to make characters that are fun to play. Guybrush might not be a badass, but he always has a comeback.
  • Create supporting NPCs as you would the ideal road trip buddies. Making them annoying, offputting, needlessly stupid or generally hateful and then sticking the player with them through the whole game is just sadistic.
  • Write the player character as you would a character in a movie, a character that a good actor would jump at playing.
  • Backstory. Making up pasts for every single one of your characters, big ones or not, makes it insanely easy to imbue them with neat little traits by pulling from the past you’ve created.
  • Steal stuff, but steal it right. Steal stuff from life, especially. From your own life, from your friends’, from crazy things hobos tell you on the street. And steal stuff from other fiction, but don’t steal the surface junk. Steal what makes good things good. So if you’re stealing from GTA, stealing the hookers and mobsters and violence is missing the point. Steal the fun, the open-ended gameplay, the facetious attitudes.
  • Career Highlights
    1. The Secret of Monkey Island
    2. Day of the Tentacle
    3. Grim Fandango
    4. Psychonauts

    9. Ken Levine
    Levine picture

    Ken Levine speaks to the nerd in all of us.
    Ken Levine: PAX 08 Keynote Part 1

    Ken Levine: PAX 08 Keynote Part 2

    Ken Levine: PAX 08 Keynote Part 3

    Here is a really good write up of Levine’s 2008 GDC talk.
    Empowering Players to Care About Your Stupid Story

    What we realized at some point doing the narrator is not a cutscene, it’s not live digital characters, it’s not lip-synching… it’s the world. What is the thing we render best in video games? The world, all the benefits of graphics… this incredibly detailed world. What is your player honestly engaged in most of the time? Think about most games — the warehouses, the sewers, the office buildings… think about the missed opportunities there, in the primary experience, to give the player narrative.

    Career Highlights
    1. Thief: The Dark Project
    2. System Shock 2
    3. BioShock

    8. Yu Suzuki
    Suzuki picture
    Suzuki was the Miyamoto of Sega. The first fighting game in 3D was no clumsy effort like you would expect from developers trying to cope with an extra dimension, it was polished, complex and beautiful. Yu Suzuki is the man to thank for the Virtual Fighter series.

    The man had the clout and vision to really swing for the fences. Shenmue cost an astounding 70 million USD to make and is the second most expensive game ever created (only recently surpassed by GTAIV’s 100 million USD). Shenmue was a martial-art action RPG game that Suzuki dubbed “FREE” (Full Reactive Eyes Entertainment). It featured “Free Questing” the ability to explore the city of Yokosuka speaking with the populace to obtain clues and further the narrative or the player can simply roam around the city and not advance the narrative and engage in a number of mini-game-like activities. These included Space Harrier, Hang On, darts and snooker. You could also complete a number of side quests and take on jobs to earn money. The game also featured a fully-fleshed out “Free Battle” system. This was a game similar to the side-scrolling Golden Axe only with the complex move set brought over from Virtual Fighter. Not only that the player could learn additional new moves as the game progressed.

    Shenmue was the most visually stunning game at its time of release and featured a full day/night cycle with dynamically changing weather. The Passport feature took advantage of the Dreamcast’s internet connection and allowed players to upload their high scores in the variety of mini-games to online leaderboards.

    Plus, goddamn I loved my Dreamcast.

    Career Highlights
    1. Hang On
    2. Space Harrier
    3. After Burner
    4. Virtual Racing
    5. Virtual Fighter
    6 Shenmue

    7. Hironobu Sakaguchi
    Sakaguchi picture
    Hironobu Sakaguchi saved Square Soft. During 1987 Square Soft was close to bankruptcy. The game was titled “Final” Fantasy because if the title failed it would be the end of Square Soft. Needless to say, Final Fantasy was released and Square is still around.

    The first time I played Final Fantasy I thought finally, somebody made the first real D&D game. Final Fantasy VI (III in America) is the only game I can remember that made me really care about 2D sprites.

    Hironobu Sakaguchi’s team up with Akira Toriyama led to Chrono Trigger, which remains one of my favorite RPGs of all time.

    Career Highlights
    1. Final Fantasy – Final Fantasy X-2
    2. Final Fantasy Tactics
    3. Chrono Trigger

    6. Richard “Lord British” Garriot
    Garriot picture
    Richard Garriot is the creator of the Ultima Series and the founder of Origin Systems. He would have a hand in every Ultima game through Ultima Online, which being one of the first graphical MUDs ushered in the new era of MMORPGs.

    Ultima 4 was the first game that had a sense of morality. The player had to obtain various virtues in order to beat the game. While the player could commit any evil act they chose to (murder, theft, boasting, etc…) they were punished through a morality system that would prevent the player from obtaining virtues, which were necessary to beating the game. This concept of good versus evil and morality versus immorality was a new concept in gaming that would heavily influence future games.

    In Ultima 6, did anybody else collect every cannon in the world and stuff them all into one castle like I did? It is a tragedy that Ultima has faded away. If there is one game series I would like to have a revival it would be Ultima.

    At NCSoft, Garriot gave us, City of Heroes, City of Villains before the commercially unsuccessful Tabula Rasa.

    This is a video interview where Garriot describes the innovations in his games better than I can.

    Career Highlights
    1. Ultima 1 – Ultima Online

    Click here to see Part 2 of this list.

    See my other related articles also:
    Become a Video Game Designer: Everything You Need to Know Part 1
    Low Skill Cap and Luck (RNG) in World of Warcraft PVP
    Dead Space Through the Eyes of a Game Designer
    Call of Duty: World at War Through the Eyes of a Game Designer
    Top 5 Greatest Moments in Competitive Gaming (eSports)
    What Video Games Taught Me About Life
    Best Games of All Time by Genre Part 1
    Roger Ebert is Right: Games are Not High Art…Yet
    What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?
    8 of the Most Underrated or Overlooked Video Games of All Time
    Pimps at Sea err I mean Age of Booty & Gen 13 Cosplay
    My Student Films 2: EverQuest Documentary and Guilty Gear Isuka Trailer
    Best MMA Fights & Genki Sudo: Real Life Video Game Character

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    Posted in Video Games | 8 Comments »

    About Tony Huynh

    Saturday, November 15th, 2008

    LimitlessUnits.com is the blog of Tony Huynh. I am an investor, a business owner and a Combat Designer at Sony Santa Monica on God of War 3. I most recently shipped the PS3 and Xbox 360 console title Fracture as a Senior Game Designer at Chicago based Day 1 Studios. Prior to that I was at High Moon Studios where I worked on Robert Ludlum’s Bourne Conspiracy and Darkwatch.

    LimitlessUnits.com is an outlet and a way for me to organize my thoughts regarding games, investing and life. I hope that you enjoy and find value from the content on this site.

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    Posted in Uncategorized | No Comments »

    Dead Space Through the Eyes of a Game Designer

    Thursday, November 13th, 2008




    Dead Space
    Just finished playing through Dead Space and since I always take notes on every game I play through, I thought it would be useful to compile them all together and write a short disposition for Dead Space from a game designer’s perspective. Warning: Some very minor spoilers in this article.

    Dead Space is a third-person survival horror game that closely resembles Resident Evil 4 only with better controls (strafing included) and taking place on the set of the movies Event Horizon and Sunshine. Dead Space was developed by EA Redwood Shores, whose previous effort was the licensed title, Godfather.

    The Dead Space team runs a real clinic on great design decisions. Dead Space does a number of things to immerse the player in their world and keep them there.

    One of the most important decisions made was to never take control away from the player. What this means is that the entire story takes place from the player’s camera. The great thing about this mechanic is that the player’s immersion is never broken by cutscenes. The negative is that story telling is more difficult for the developers as they cannot rely on cutscenes to drive the story forward. The developers at EA had to be extra inventive in the way they told the story of Dead Space and they managed to do a great job with audio and video recordings spread throughout the gameplay spaces as well as using NPCs to drive the exposition.

    Another difficulty that the team must have faced was in introducing new enemy types to the player in a fair manner. That is to show what the new enemy type is capable of before letting them loose on the player. The most common practice in games is to introduce new enemy types through a cutscene. There are many advantages to the cutscene approach. The main one being that you can never be sure which direction the player’s camera will be facing during the game, thus they may miss events that happen during gameplay. The disadvantage is that the control is taken away from the player and immersion is broken. Dead Space manages to get around the cutscene crutch in a number of interesting ways. They minimize the likelihood of the player looking in the wrong direction by picking spots like tight corridors to introduce their enemies or by placing the enemies behind glass and showing what the new enemy type is capable of by allowing the player to view the new enemy attack and kill another member of the crew. Another way that the game introduced a new enemy type is through foreshadowing. An example is when the player, passing through a room to complete an objective cannot help but notice the numerous holes punched through the walls. Returning to the room you are attacked by the giant worm that has caused all the damage in the room and it is pulling you towards the large holes. While this is not new to games, as Valve used a similar methodology in their title Half-Life, it is not often done because it is simply not easy to pull off. The developers at EA should be given credit for applying and following this rule, and it is a formula that I would implore other developers to follow.

    The second decision made to promote player immersion is that Dead Space has no on-screen HUD. The player’s health is displayed on the character’s spine and gun ammo is read directly from the gun. This system is incredibly well executed and I am sure that going forward, there will be many games that will be copying this mechanic.

    There are a few minor issues with not having a HUD that Dead Space did not handle gracefully. One example is since there is no “press A button to open” dialogue on the screen, I did not even know you could open any of the small crates laying on the ground until half-way through chapter 2, when I opened one by accident.

    While on the subject of lack of information, the tutorial does not go overboard and lets the players discover a surprising number of the game’s mechanics. The alt-fire mode is not even explained until chapter 2 and the waypoint path is never mentioned and the first time I used it it was during a cinema, which caused it to not function at all.

    Dead Space does manage to pull off many aspects of their game very well. Not being able to pause the game to use the inventory or map brought a risk versus reward and a heightened sense of danger anytime the player wants to check the map or use an item from their inventory.

    Even the reuse of environment is handled well. Every one of the game’s 12 chapters start the player in a hub area where the player can save, replenish on items from storage and buy upgrades and items at a store. The hub branches off into multiple directions where the player will accomplish each of their objectives for the chapters. This allowed for reuse of the environment as the areas were populated with enemies on the way down to the objective and repopulated on the way back. This repetition is somewhat mitigated by very good scripted events both ways through as well as the player’s desire to reach the hub again to replenish supplies.

    The Zero-G environments are impressive visually and offer a lot of unique gameplay from a platforming standpoint.

    The dynamic lighting in Dead Space is shown off to great effect through the use of flickering lights, sirens, wires that flail all around spewing electricity and even random objects hinged to the ceiling just swaying back and forth casting shadows. Little tricks like these really help to make the game environments seem less static and more alive.

    The audio is one of the highlights of the game. Creepy singing from people driven insane, screaming in the distance, Necromorphs wailing, objects being knocked around and even the occasional music are all dead on and set up the creepy mood.

    The telekinetic powers and puzzles helped break up the pacing and the way it is used reminded me a lot of Star Wars: Force Unleashed. This made me start to wonder how a Jedi would behave in a survival horror style of game. Back on topic.

    Last note: Guns whose parts animate all over the place like the Line Cutter are always cool.

    Improvements I would have liked to see in the game:
    1. As with most middle portions of games, they are usually slow and uneventful. Sadly, Dead Space is no exception to this rule.
    2. Playing on a console I was surprised by the absence of aim assist on the turret sections of the game. It was immensely frustrating attempting to aim at precise points on the Xbox Controller without any assistance. You can get away with this on the PC Mouse, but with a console controller this is simply not acceptable.
    3. Taking away the player’s ability to run on sticky substances was intriguing, but not explored. I am really surprised EA Redwood Shores did not take advantage of this more. The player’s inability to run could have led to a number of cool scare moments. Just off the top of my head, imagine the fear and anxiety of the invulnerable Necromorph chasing you through a corridor where you cannot run from it, but must slow it down with limb shots to make your getaway. This is a missed opportunity.
    4. The red explosive barrels that do not affect the enemies are a “wtf moment.”
    5. Why does the game reset my plasma gun alt-fire position to default at the beginning of every level and on reloads? This gets annoying.
    6. The way the game spawns enemies behind you or when you turn a corner and the tiny Necromorphs (which are out of your view frustum because they are tiny) immediately latching onto you is pretty cheap. If you are going to do that at least give the player some warning and a chance to react. An example of this warning could be, the player enters in a room and hears a crash through the ceiling behind him and then hears the roar before the Necromorph attacks him.

    Despite these relatively minor issues, Dead Space is an achievement and is one of the first fruits of a welcome shift within EA to create more original IPs. This is a game that developers, aspiring developers and gamers should not miss.

    For aspiring developers, this article is an example of what a designer is looking at when they play games. To learn more about how to become a game designer please read: Become a Game Designer: Everything You Need to Know Part 1.

    Support the site by buying this game from Amazon
    PC l X360 l PS3

    See my other related articles also:
    Call of Duty: World at War Through the Eyes of a Game Designer
    Roger Ebert is Right: Games are Not High Art…Yet
    What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?
    Gears of War 2 Through the Eyes of a Game Designer
    Become a Video Game Designer: Everything You Need to Know Part 1
    10 Greatest Video Game Designers Part 1
    10 Greatest Video Game Designers Part 2
    Low Skill Cap and Luck (RNG) in World of Warcraft PVP
    Top 5 Greatest Moments in Competitive Gaming (eSports)
    What Video Games Taught Me About Life
    Best Games of All Time by Genre Part 1
    Best Games of All Time by Genre Part 2
    8 of the Most Underrated or Overlooked Video Games of All Time
    Pimps at Sea err I mean Age of Booty & Gen 13 Cosplay
    My Student Films 2: EverQuest Documentary and Guilty Gear Isuka Trailer
    Best MMA Fights & Genki Sudo: Real Life Video Game Character

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    Posted in Video Games | 6 Comments »

    8 of the Most Underrated or Overlooked Video Games of All Time

    Thursday, November 6th, 2008



    Underrated or overlooked games, by their very nature are only played by a small minority and slip under the radar of even hardcore gamers. Having said that, my list is not meant to be a definitive list and is no doubt different from most other people’s lists. Being a game designer by profession, I naturally put more weight on gameplay mechanics than other people. If you read my other article “Become a Video Game Designer: Everything You Need to Know” and are looking for some games to research, I would highly recommend any of the games on this list. With that I give you my list in no particular order.

    Guilty Gear XX Accent Core (PS2/Wii) 2007
    The most balanced 2D fighter in existence. Nearly every character can be played at a tournament level and has a chance of winning.

    Let’s run through this game’s new and creative mechanics that developer Arc System Works has introduced. The gameplay is incredibly fast. Most of the characters can, double jump, dash in the air or run along the ground. Low air dash attacking is a common strategy. This makes for lots of action and a frantic pace.

    Custom Combos: An endless variety of custom combos can be created by a mechanic called the Roman Cancel, which ends the animation frame of an attack as soon as you press the button, allowing you to chain any move you wish.

    A Tension Gauge limits the use of Roman Cancels. This bar fills up as you move towards the enemy, inflict damage or receive damage. A Roman Cancel would take 50% of the Tension bar and an exactly timed False Roman Cancels on specific attacks take 25% of the tension bar.

    Fortress Defense: An impenetrable defense that uses up the Tension Gauge to block both high and low attacks and nullifies special move blocking damage.
    Burst Gauge: This bar fills up as you receive or inflict damage and serves two uses. If being attacked, it can be used to break out of any combo or it can be used offensively to refill the Tension Gauge.

    Guard Gauge: Another common problem with fighting games is the turtle (ultra-defensive) strategy, which leads to boredom and little action. Guilty Gear has largely alleviated this issue and keeps the game’s frantic pace by introducing a penalty for employing this strategy in the form of the Guard Gauge. The Guard Gauge begins a fight half-filled. As the player blocks, the Guard Gauge increases and as you takes damage the gauge empties. If the player neither blocks nor takes damage, the gauge returns to the middle. The emptier the gauge is, the less damage you take. Therefore, if you continue to turtle you will take more damage when you do get hit. Also if the player refuses to attack, they are warned and then hit with a complete reduction of their tension gauge, a 20 percent fill-rate of tension for 10 seconds and suffer an increased likelihood of becoming dizzy when hit.

    Since the number of hits received drains your Guard Gauge, attacks had a built in diminishing damage return. So the subsequent hits in a combo do less damage than the previous hit. This forces combo creators to frontload the heaviest damaging attacks at the beginning of the combo string for maximum efficiency.

    When you look at all the innovative fighting systems in place coupled with really crazy character design and finely balanced characters, Guilty Gear is the pinnacle of all 2D fighting.


    Sword of the Berserk: Gut’s Rage (Dreamcast) 1999
    Berserk’s brand of cutting people and mutants in half and blowing their heads up with your giant sword and seeing fountains of blood spray everywhere action never gets old. Sword of the Berserk had multiple paths that were determined by whether the player successfully completed specific Quicktime events. Decent variety and design of enemies and huge bosses kept the gameplay from getting stale.

    What really set the game apart from others was that Guts had two complete sets of melee moves; one with his giant sword and the other was hand-to-hand melee. Gut’s massive sword did the most damage, but could not be swung in tight places or if the character was close to a wall. In tight places, Gut’s had to switch to hand-to-hand which was not as damaging. This caused the player to have to be careful of where their player was in the environment and allowed the designers to ramp up the difficulty in areas by bringing in the walls for short periods of time. In addition to his giant sword and fists, Guts has a huge arsenal of weapons including throwing knives, bombs, a hand-cannon and a rapid-fire crossbow. All of them useful, balanced and more importantly satisfying to use.

    The story was compelling and told through a number of well-directed cinema scenes. All in all it was a very fun game that did not deserve to be overlooked.

    Oni (PC/PS2) 2001
    Oni is heavily influenced by Masamune Shirow’s Ghost in the Shell anime series. Oni is set in the year 2032. As Konoko, a police agent in the Technological Crimes Task Force, you will use any of 10 different guns and numerous different martial-arts techniques to eliminate foes. As the player progressed through the game, new melee attack moves would be introduced to make Konoko more effective.

    While everybody praises the “Halo” control scheme as revolutionizing shooters on consoles, this Bungie game invented that control scheme that Halo gets all the credit for. As a result of this revolutionary control scheme, Oni controlled amazingly well on the PS2.

    This game was universally reviewed low, and I am still not quite sure why. Oni’s unique blend of hand-to-hand melee combat and third-person shooting had never been pulled off as successfully before or since the game’s release in 2001. What really would have pushed this title over the top is the inclusion of Multiplayer, which I had heard from inside sources was working and insanely fun, but sadly never saw the light of day.

    System Shock (PC) 1994
    System Shock is one of those titles that was overlooked simply because it came out at the wrong time. It attempted to go head-to-head against Doom II and obviously lost. Looking at the two games side-by-side System Shock seemed to come out way ahead. System Shock was way ahead of its time. Unlike Doom II, System Shock had a true 3D environment that allowed the player to look up, down, climb, duck, jump and lean to the side. Its story about a murderous sentient AI was deep and engrossing, it had interactive environments with actual physics, first-person action and RPG elements all in one title. The player could even enter into a gravity-free wire frame 3D Cyberspace through computer terminals littered throughout the game to open doors.

    System Shock holds up even going back and playing it today. If you are interested in playing this game, the DOS emulator DosBox is a good way to do it.

    http://www.dosbox.com/

    I am glad that the remnants of the team at 2K Boston that created System Shock finally got their hit in the spiritual successor to System Shock, BioShock.

    Kill.Switch (Xbox/PS2/PC) 2003
    This 2003 third-person shooter developed by Namco was one of the first Japanese developed games to use the “Halo” control scheme. This overlooked gem introduced the cover mechanic and blind fire mode later made famous by Gears of War.

    Instead of a single “A Button” press of Gears of War, Kill.Switch used a hold down button not unlike Time Crisis’ step peddle mechanic. If you were out in the open the player would duck, if you were close to a wall or other piece of cover the player would latch himself onto these pieces of cover. The cover mechanic was very innovative and well implemented.

    Body Harvest (N64) 1998
    Many people credit GTAIII as the first free-roaming sandbox game, but in reality Body Harvest owns that title. Body Harvest was developed by DMA Design who later developed GTAIII and was bought by Take-Two games and renamed Rockstar North. You played as Adam Drake, a human in power armor, thwarting an alien invasion of Earth.

    Body Harvest’s world is populated by numerous civilians whom you were supposed to save, but could just as easily kill. Civilians react realistically and throw their arms up and try to flee when shot at. With over 60 drivable vehicles, including, cars, tanks, planes, boats and planes and 1000 virtual square miles Body Harvest was huge. Random mission objectives would pop up as you traveled around the world.

    Body Harvest received mediocre reviews at release mostly because of poor graphics when compared to its more linear contemporaries. This is not surprising considering even modern open-world games have to sacrifice graphical fidelity to fit a huge world in memory. Body Harvest was an overlooked title that today’s open-world games owe much to.

    Shadowrun (SNES) 1993
    Shadowrun was great game that had a futuristic adult setting that broke the mold. Shadowrun came out in a time when its contemporaries were little more than Dungeons and Dragons clones. Based on a gritty near future Seattle, where Megacorporations ruled the world, the game is a revenge story that opens with the player waking up in a morgue with no memory of how he got there. Thus begins the player’s search for vengeance against those that killed him.

    Shadowrun combines both the statistical numbers of traditional RPGs with a mix of real-time gameplay. You would place the cursor over the enemy and fire at them. By killing enemies you gain karma that is used to raise different attributes, skills and magical powers.

    Other innovative aspects of this game include the ability to hire mercenaries to help you in your quest, hacking into the matrix to gain information and cash, and a dialogue system that would highlight specific words that you could later ask other NPCs.

    Syndicate (PC/Amiga) 1993
    Syndicate came out in 1993 and blew my mind. It is by far my favorite Peter Molyneux game. The Blade Runner inspired game put you in control of four juiced up and upgradable Syndicate agents from an isometric camera view. The cities you played in were teeming with civilians, cops, vehicles and enemy agents. The buildings can be entered and most of the environment, from skyscrapers to vehicles could be destroyed.

    You could also steal and take command of vehicles like cars, trucks, APCs, fire and trash trucks and use them as transportation. Not only that, you could use the vehicles to run over people and watch them splatter.

    The items in the game were one of the highlights. While using a flamethrower to set cars on fire had its own charm, the best item in the game by far was the Persuadertron. The Persuadertron let the player take over the minds of the civilians, cops and eventually enemy agents. You could go around the city and gather up a force of dozens of civilians that would throw their bodies in front of enemy fire to protect your agents. If you happened to kill a cop or an enemy agent they would drop their weapons and your new loyal civilian shields would run up and pick the weapon up to defend you.

    Simply, one of my favorite games of all time.

    Other honorable mentions:
    Jet Grind Radio (DreamCast)
    Bushido Blade (PSX)
    Herzog Zwei (Genesis)
    Psychonauts (Xbox/PS2/PC)
    Beyond Good & Evil (Xbox/PS2/GC)
    Psi-ops (Xbox/PS2)
    Ico (PS2)
    Viva Pinata (Xbox360)
    Wings of Fury (Apple II)

    See my other related articles also:
    Become a Video Game Designer: Everything You Need to Know Part 1
    10 Greatest Video Game Designers Part 1
    10 Greatest Video Game Designers Part 2
    Low Skill Cap and Luck (RNG) in World of Warcraft PVP
    Top 5 Greatest Moments in Competitive Gaming (eSports)
    What Video Games Taught Me About Life
    Roger Ebert is Right: Games are Not High Art…Yet
    What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?
    Dead Space Through the Eyes of a Game Designer
    Call of Duty: World at War Through the Eyes of a Game Designer
    Best Games of All Time by Genre Part 1
    Best Games of All Time by Genre Part 2
    Pimps at Sea err I mean Age of Booty & Gen 13 Cosplay
    My Student Films 2: EverQuest Documentary and Guilty Gear Isuka Trailer
    Best MMA Fights & Genki Sudo: Real Life Video Game Character

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