Showing posts with label System Shock. Show all posts
Showing posts with label System Shock. Show all posts

Sunday, August 18, 2013

How System Shock Can Save the Computer Game Industry

The recent flap over Arkane/Bethesda/Zenimax taking over Prey 2 and possibly turning it into a "spiritual successor" to the original System Shock computer game by Looking Glass got me thinking: why does this matter? What is it about System Shock that makes this news important?

System Shock, along with Ultima Underworld and Thief (by Looking Glass) and culminating in Deus Ex (by Ion Storm), represented what I believe was a critical branch in the evolutionary tree of computer games. This branch of games took full advantage of the RAM in the PCs of the day to create worlds -- they simulated places filled with things expressing relatively complex interacting behaviors.

What this meant was that it was possible to create game worlds in which the environment itself allowed multiple viable solutions to gameplay challenges. The world of the game enabled different kinds of players to solve challenges in ways that satisfied their preferred play styles.

For example, is there a robot blocking your way? A game designed with the Looking Glass interactive-environment philosophy would let you solve that problem in many ways. Off the top of my head, you might:

  • destroy the robot by shooting it
  • destroy the robot by throwing an EMP grenade
  • sneak up on the robot to use your Deactivate Electronic skill to turn it off
  • toss a useless object to make a noise that distracts it to a different location
  • use your Hack skill to switch local robots to an offline state
  • use your Hack skill to make local robots friendly to you
  • use your Hack skill to activate a nearby forcefield that traps the robot
  • use your Hack skill to overload a power conduit that blows up next to the robot
  • lure some other opponent into the robot's range and let them destroy each other
  • bypass the robot by activating your Stealth skill
  • bypass the robot by crawling through a conveniently human-sized airduct
  • bypass the robot by crawling through the sewers
  • talk to a nearby human to convince them to give you the robot's shutdown code

Whether you prefer action, or conversation, or stealth, or exploration, the thing that distinguishes a Looking Glass-style game from others is that many or all those play style preferences are supported. The focus was on you, the player, and how you like to have fun.

That way of thinking about how to design computer games changed drastically after the emergence of the PlayStation and Xbox. Games after 2000 -- perhaps because of the RAM limits on the new (not-PC) primary target platforms -- started to sharply limit what the player could do. The gameworld got a little prettier but much shallower. You were given one path to follow and not much problem-solving freedom beyond one or two ways to just destroy everything along that linear path.

Modern games have taken away much of your creative liberty in an attempt to guarantee that you always know exactly what you're supposed to do next, and that you never need to introspect about how to do it because there's only one way available. We got fewer games encouraging real interactivity with a dynamic world, and more games consisting of a developer-dictated (and frequently overblown) story punctuated by long theatrical cutscenes. The player-focused System Shock was eventually stripped down to the showy and literally "on rails" BioShock: Infinite, and probably was the Marketing-driven source for the painfully dumbed-down Dead Space.

In short, AAA computer games became moderately interactive big-budget movies.

If you happen to be the kind of gamer who defines a game as a set of rules to beat, who hates not knowing what you're "supposed to do" to win as quickly as possible, and who enjoys action over thinking or feeling, then this transition was just giving you more of what you like. And there was nothing wrong with that, as far as it went. The action-oriented playstyle is just as valid as any other, and it is good that there were lots of games made that cater to it...

...but it was never the only valid playstyle. The only thing wrong with the shift to action games was that the gamers who do enjoy conversation and stealth and exploration -- solving problems by thinking and feeling -- got fewer and fewer of the games that they could enjoy. There certainly wasn't much publisher support for making Looking Glass-type games that were designed to support and reward multiple play styles!

Beyond Bethesda's open-world Elder Scrolls and Fallout games, and the occasional throwback (STALKER), the evolutionary branch of games implemented as systems generating emergent behaviors seemed to die out. And that was a huge loss to the whole game industry (and gamers) for the important reason that these games used the full power of the computer.

An interactive movie is an extended cutscene in which you have a little low-level freedom to make some tactical gameplay choices that won't affect the plot of the movie that the developer has decided you're to experience. The consoles have had just enough power to run games like that.

A true computer game is one that harnesses the power of the general-purpose computer to simulate a world, and then let you solve playful challenges in that world in your own way.

We need developers who will make more games in the Looking Glass style because those are the products that will distinguish computer games from different/older forms of entertainment such as movies. If computer games are ever going to be their own unique art form, they cannot just copy movies and slap a coat of mildly interactive paint on them. They need to use the full simulationist power of a real computer to create new worlds and unleash the creativity of players to interact in deeply human ways with those worlds.

It is important that Arkane/Bethesda/Zenimax appear to be ready to make a true spiritual successor to a Looking Glass game like System Shock because making player-centric games is the healthiest course for the whole computer game industry. This is the kind of game that, as other developers follow, will keep the industry alive by giving it its own identity apart from movies. Computer games that are highly responsive environments are something only computers can do. They are what computer games should be.

I hope Arkane can get past their self-inflicted PR wounds. I hope the next game from Arkane Austin really is the first of many true spiritual successors to System Shock and the other Looking Glass-style games.

Games that use the power of the computer to simulate dynamic worlds and free players to enjoy their own kind of fun in those worlds will save the game industry. Interactive movies won't.

Thursday, February 14, 2013

All My Cyborg Friends

In appreciation of the wonderful System Shock 2 finally being released once again, this time by the good people at GOG.com, I thought I would also re-release a bit of fan commentary I wrote at the time. This piece celebrated the setting of the original System Shock while looking forward to the new game.

This is from May 9, 1999.



ALL MY CYBORG FRIENDS
-------------------------------------------------
(sung more or less to the beat of of Hank Williams, Jr.'s "All My Rowdy Friends")



-------------------------------------------------

Well, I woke up this morning with a pain in my head
All the crew on Citadel Station are dead
The messages they left make it plain to see
That whatever got them is gonna come after me


I'm heading down the hallways, picking up clues
Trying to survive while I assimilate the news
That on Citadel Station all the exits are blocked
And it looks like I'm gonna get my system shocked, uh-oh


We got humanoid mutants in the Medical bay
And the cyborgs in Research are headed my way
There's a crazy computer yelling for all she's worth
She keeps calling me "insect" and threatening Earth


But cyberspace is full of security codes
And the Reactor's linked to Shodan's processing nodes
If I find that the door to the armory's locked
I'll either open it up or get my system shocked, uh-huh


  -- bridge --

Maintenance, Storage, and the Flight Deck too
Are crawling with drones looking for you-know-who
They're in Exec, Engineering and Security
And what's in the Groves needs some DDT


Security robots are all over the place
And Edward Diego keeps getting in my face
So my Mark Three is loaded with the hammer cocked
If it gets in my way, it gets its system shocked, that's right


  (up a semitone)

Now it's forty years later and I'm back on the scene
As a psionic, hardware hacking, space marine
It's irrational to peer through the looking-glass
Instead of taking names and kicking cyborg ass


It's time to get moving, to get on with the show
And those security cameras are the first things to go
I'm on the Rickenbacker and I'm ready to rock
I had to come back again... to get my system shocked

Saturday, July 31, 1999

The System Shock 2 (1999) Demo Review

[Note: This review of the demo of System Shock 2 was written in 1999, but the screenshots are taken from versions of the game between 2015 and 2022. Today, my extended criticism of the new-fangled "WASD+mouselook" PC control model seems laughable, but it's an interesting reminder that the game features we take as conventions now didn't always exist, and will be replaced in their turn a generation from now.]

OK. I stayed up all night playing the System Shock 2 (SS2) demo. Then I slept for a while and took some time to sort out my impressions of the game.  Here's what I've got so far.

OVERALL

Outstanding!

SS2 has everything folks from the FPS and RPG genres could want, plus what appears to be a compelling dramatic storyline, and it blends all of these elements into a game as distinct as its predecessor, the original System Shock.

Despite some frustrations with the controls, and concerns about gameplay balance at the start of the game, SS2 overall drew me in and wouldn't let me go.

PLUSSES

1. Game skills: The organization of skills into Stats, Tech, Combat, and Psi seems plausible, which supports immersiveness. More importantly, the integration of those skills into SS2 gameplay is handled brilliantly.



So far I've been able to play as a marine, inviting combat, and as a SpecOps type, striking from afar with Psi. In both these cases the skills system appeared to be full enough for me to feel that the growth path I was on had the potential to be complex and interesting, while giving me the tools I need to win the game. This is extremely satisfying.

(Other than hacking a small number of doors, crates, and security systems, I haven't seen that there's an equally interesting growth path for a Navy character. But perhaps that's realized in the full game.)

2. Level design: The Von Braun (the first game level of it, anyway) is nicely detailed. Although from the designer's comments I was expecting there to be more "stuff" lying around to give the Von Braun that "lived-in" feeling (a couple of potted plants and the occasional bloodstain doesn't cut it), level design and textures look good.



Note: While I'm more of a single-player-game kind of person myself, it looks like SS2 levels will support interesting deathmatch play. Although one game level is hardly an adequate sample, so far it appears that SS2 has a slightly more "vertical" design than SS1. Many of SS1's levels (with the notable exception of Security) were basically flat. This made sense in the game context (Citadel Station), but it wouldn't have worked well as multi-player. So far SS2 appears to improve on the original in this respect.

Another note: I thought the levels in Dark Forces: Jedi Knight were absolutely brilliant. Part of that response was due to excellent and varied textures, but a huge part of it was my visceral reaction to the wide-open spaces in many levels. "Outside" felt like being outside, and caverns felt truly cavernous. The sense of scale really made me feel like I was in a "real" environment. So far I haven't seen anything like that in SS2. If I'm supposed to feel cramped, it's working....

3. In-game help support: I can't say enough good things about this. SS2 is a complex game that could overwhelm experienced gamers and completely turn off newbies. The full-featured and beautifully integrated help system mitigates that potential problem.

First of all, the optional training simulation section of System Shock 2 (as expanded from the simple training in Thief: The Dark Project) should become the gaming industry standard. Basic game tasks are clearly demonstrated, and the voice-over explanations help put those tasks into the context of the game. I expect that the full game, which adds specialized training based on one's service branch choice, will only improve on this aspect of being helpful to new gamers.



Secondly, and not less important, the combination of info nodes and the PDA give the player all the information necessary, while allowing the player to digest that info at whatever rate he or she likes... and in a darned attractive format. No matter what, SS2 is a fairly complex game, but the help system (and a nicely-designed first level that gives the new player opportunities to access and use that information) allows players to ease themselves into the SS2 environment.

Whoever at Irrational/Looking Glass is responsible for designing and implementing this training/help system in SS2 should be given some kind of award at the next Computer Game Developers Conference. I propose calling it the "Kindness to Gamers" award.

4. More interactive monsters: One of the main gripes players had with Thief was the monster levels--players wanted more interactive enemies to overcome. So a stated goal of the SS2 designers (I read in an interview) was to make monsters more responsive by expanding the range and focusing the meaning of monster audio reactions to player actions. So far (this is just the demo, remember) this appears to be successful.



That's a subjective reaction, however. I didn't have a problem in Thief with the so-called "monster levels." (I am still in awe of the last monster level in Thief.) Still, the critters in SS2 do seem quite responsive. (Boy, is that an understatement. Ouch.)

5. Good renderer: Following the old dictum of upgrading every other 18-month generation, I'm still using a 200-MHz Pentium Pro system. It has 64MB of RAM and a SCSI hard drive, and I've added a 16MB PCI Voodoo Banshee graphics card. At 1024x768, video is surprisingly smooth -- not as smooth as at 640x480, but totally playable. Textures look very crisp, too. I don't imagine anyone with a modern video card and a gruntier system than mine will have any serious complaints about frame rates (or, more importantly, playability).

6. Good audio: Not phenomenal, but carries on quite nicely from Thief, whose use of audio was phenomenal.

7. Humor: Never underestimate the power of the occasional light touch to intensify a desperate situation. The determined politeness of the vending machines, for example, is a nice grace note that reminds the player of the Von Braun in happier days. In the same way that a Steven Spielberg movie encourages you to trust the reality of that world by the use of small but telling details -- things that aren't necessary to the plot but that you would expect to see in a real environment -- the bits of humor (albeit darkly ironic humor) in SS2 help set the stage for empathizing with the doomed crews of the two ships.



Personally, I'm looking forward to hearing the elevator music.

MINUSES

1. Controls: As much as I hated the "left hand on W, A and D keys, right hand targets and fires with mouse" control mechanism in Terra Nova: Strike Force Centauri (TN), I hate this system in SS2 even more. (And "hate" is a word I do not ever use casually.)

At least the ranged weapons in TN let me fight at a distance. No such luck with SS2, at least to start. When a baddie rushes you, and all you have is a wrench, and you're still trying to get the hang of combat, it is far, far too easy to get fumbled-fingered. Trying to instantaneously switch from forward movement to backing-up-and-turning-to-run movement calls for fourth-finger dexterity that's not easy for even this fairly experienced gamer to supply. Trying to target and whack a bad guy while doing so is an exercise in frustration.

A subtle part of the problem is that, initially, it helps to be able to see the keyboard... but SS2 is best played in a darkened room! The two Underworld and System Shock games didn't have a problem here because you could move with the mouse; your left hand didn't get lost trying to quickly find keys. When first playing SS2, finding those keys is critical to surviving fights, so being able to see them helps. But that means room lights on, which washes out the screen and diminishes immersiveness.

"Well, just rebind the keys!" is not good advice. First of all, bad key placement isn't the problem; the problem is using keys at all. A joystick isn't much help here, since it takes your hand from the keyboard which you still need for other functions (unless you've shelled out the bucks for one of those multi-keyed joysticks that only F-15 pilots can figure out how to use). Second, a gamer who's new to this sort of game (a crowd Eidos/Irrational/LG presumably would like to attract) is probably not going to even know about -- much less use -- key rebinding.

I'm not sure what a solution here would look like. It's entirely possible that this keyboard-for-movement/mouse-for-action combination is the best that can be done currently for interacting with a complex 1st-person environment. But wow, is it ever frustrating in high-stress situations.

Those users who complained about the control system in Ultima Underworld I and II and System Shock 1 didn't know how good they had it.

2. Long load times: The other half of the Frustration Equation is this unpleasant holdover from Thief. I know perfectly well that saving or loading the current state of a complex environment requires transferring lots of data, and that the Thief/SS2 engine adds contextual information in handling all data as resources. As a developer, I can appreciate the difficulty of designing a storage format that maximizes throughput.



But as a game player, I have to say that two minutes to load a level is obscene. It does serious damage to immersiveness.

As annoying as I found this, it's going to be far worse for newbies, who are going to get killed more often at the start of the game than even I did. I'm a relatively patient person; many gamers today are not. Nothing will consign SS2 to bargain bins faster than long load times to recover from repeated deaths. Either condition is annoying to the impatient, but the combination is much worse.

This has to be addressed somehow.

3. Cartoonish pictures of station personnel in their PDA logs: The original System Shock wins here. Even retouched still pictures of actual human beings (as in SS1) are better than the childishly simple outline graphics of human heads in SS2 logs.


After Terra Nova, I can understand Looking Glass being leery of using full-motion video (FMV) in games. You need good actors, and good actors cost money. (You can get away with a little more in voice acting.) But this is the future we're talking about here; surely a society that has been able to integrate psionics with technology will have found ways to compress video data.

Expecting high-tech images and getting cheesy cartoons really broke the spell for me. These were (supposedly) real people on board the Von Braun and the Rickenbacker, whose characters were etched in their faces. I can care about what happens to "real" people. But a static, monochrome caricature? No.

Simple FMV in a small corner of the PDA would have been a classy touch. But even suitably morphed still photos would have worked. I assume there was some justification for using cartoons; time or money constraints, or image rights, or whatever. Even so, not being semi-realistic here when so much attention is being paid to plausible realism everywhere else in the game strikes me as an unfortunate decision.

4. No ranged weapon at game start: This is more of a whine than a gripe. Even if the full SS2 training simulator includes hand-to-hand combat practice, the dexterity needed to use the SS2 control system in real-time combat could cause a new user to find it excessively difficult to figure out how to survive being rushed by a wrench-wielding enemy. Even a wimpy ranged weapon (or a less powerful first enemy) would help the new player ease into SS2 combat.

5. Upgrade chips from Polito: I don't know for sure yet if this is a plus or a minus. I've listed it here in the minus section because I found it unpleasantly manipulative to be rewarded for completing tasks set for me by the abrasive Polito. ("Good doggie! You get a treat!")

On the other hand, perhaps this emotional reaction is exactly what the designers intended me to feel. If the dramatic storyline is served by me resenting (and perhaps eventually turning on) my keeper, then this method for controlling the timing of skill upgrades is definitely a big plus.

6. End-of-demo Blue Screen of Death, requiring full reboot: 'nuff said.

CONCLUSION

The plusses of System Shock 2, based on the demo, seem likely to far outweigh the minuses. The most significant negative issue, keyboard control of movement, can be overcome by a player who keeps playing long enough to acquire ranged weapons. The other main negative -- excessively long load time -- borders on unacceptable, but doesn't quite reach the point of being a showstopper.

These negatives are minimized by the great features of this game. The integration of RPG skills into gameplay is superb; the environment is interesting and relatively consistent; there appears to be a fascinating dramatic story to be uncovered; and the training/help system for this complex first-person game does its job effectively and with style.


Go buy System Shock 2 when it comes out.

Stand in line if you have to.