View Archive |
Home
| Blogs
The Ryan Lambie column: how game settings keep letting things down
Ryan Lambie
How tricky is it to create an interesting world to set a game in the midst of? Very, seems to be the answer...
As another grey, rainy British summer slips seamlessly into a grey, rainy British autumn, I start to think about game environments, and how developers now have the power to create believable new worlds.
Let's face it, games are a fantastic kind of escapism - particularly in dreary autumnal evenings - and the processing power of current gen consoles and PCs allows gamers to experience vibrant virtual spaces in more detail than ever. With this in mind, I tried to come up with a list of games with genuinely memorable, imaginative worlds, and came to the surprising conclusion that the vast majority of them lack this.
Of course, there are plenty of games that are still fantastic despite their environment's lack of personality; take Gears of War, for example. Now, before readers start leaving irate messages about how graphically stunning this game is, let me explain exactly what I mean. Yes, GoW's 'shattered beauty' is extremely well depicted - indeed, it's still one of the best looking games on the 360, even two years on - but it's not what I would describe as imaginative. As detailed and carefully wrought as the devastated buildings and burnt out cars are, it doesn't change the fact that for large portions of the game you're blasting a horde of grey, Rancor-like enemies among grey chunks of concrete with grey clouds rolling overhead. In fact, GoW only gets really colourful when you let rip with your lancer and spatter blood on the camera.
In no way is this a reflection on GoW's playability or its otherwise top-drawer quality (one of my favourite blasters of all time, in fact), but it does illustrate my point: as good as GoW is, is its setting as genuinely memorable as, say, Bioshock? I would argue that it isn't.
In many ways, Bioshock is inferior, in pure gameplay terms, to Gears of War. While it's a solid enough FPS, it's pretty simplistic underneath all the plasmids, 'moral' choices and gimmicky Pipemania subgames. Without its engaging story and unique setting, it's quite likely that Bioshock would have sunk without trace. It's the surreal world of Rapture, full of long shadows and flickering neon, that make the game so special.
Similarly, Fumito Ueda's Ico is a game that sticks firmly in the mind thanks to its tangible sense of place. I haven't played it in at least four years, but its spooky, de Chirico-inspired castle full of impossible architecture and lush green gardens is still as fresh in my memory as if I'd only played it yesterday. It would still have been an eminently playable game without its exquisitely wrought world, but I have a feeling that its cunning puzzles and princess protection would have been considerably less engaging.
Creating immersive worlds is clearly Ueda's forte since his follow-up to Ico, Shadow of the Colossus, had an equally impressive setting, with stunning vistas that seemed to stretch to infinity. Its eerily desolate world was so compelling, in fact, that it cunningly papered over the game's unavoidably repetitive nature and the stuttering frame rate as the poor old PS2 was stretched to its technical limit (one can only imagine how beautiful Colossus could have looked had it been created for the PS3 instead).
It's not necessarily true that a game world has to be vast in scale to be memorable though; Number None's Braid creates a uniquely atmospheric environment with relatively simple (but visually stunning nonetheless) 2D graphics.
The antithesis of Braid has to be Square Enix's Infinite Undiscovery, which I reviewed earlier this week. The game features a sprawling map that wouldn't even fit on one DVD, and an expansive cast of characters to match. Unfortunately, a thirty-hour campaign and a huge map failed to create a particularly memorable setting - instead, Undiscovery felt like a cliched grab-bag of references to other RPGs without them gelling to form something new.
A truly memorable game world is difficult to define, and something of an 'x-factor'; it doesn't necessarily have to be original (all the games I've mentioned so far borrow elements from all kinds of popular culture, after all), and it doesn't have to be gigantic in scope or even technically stunning (see Braid).
Like a good novel, the best game worlds seem to take on a life of their own - it's as though they continue to exist even after you've turned off your console. Whether its the towering architecture of Ico, or the eerie desolation of S.T.A.L.K.E.R, certain games have an unforgettable setting that lingers in the mind long after the power's been turned off and the disk has been put back in its box.
Ryan writes his gaming column every week at Den Of Geek. Last week's is here.
Users Comments
Re: The Ryan Lambie column: how game settings keep letting things downI love Mania in Oblivion's Shivering Isles. It's so bright & happy, perfect for when it's black outside =) | |
Re: The Ryan Lambie column: how game settings keep letting things downThe worlds of Myst = memorable. :) | |
Re: The Ryan Lambie column: how game settings keep letting things downFor me the environment and mood is absolutely crucial to my enjoyment of a game. That's why I stopped playing lunch-time LAN games at work when we went from UT2003 to the ugly, grey and pointless CoD.
| |
warhammer gold
| |
Re: The Ryan Lambie column: how game settings keep letting things down上海印务为您提供丝印加工和上海丝印服务。我们的具体服务类型有:上海印务,礼品印刷,丝印加工,上海移印和上海丝印。欢迎咨询!!
礼品笔,广告笔专业批发,订购网是提供印章笔,验钞笔,塑料笔,金属笔,圆珠笔批发,订购服务的专业网站.网站的特色产品有:派克笔,激光笔,中性笔,U盘笔,钢笔和万宝龙笔.欢迎大家咨询预定.
广告笔礼品和其他行业不同,不是先有礼品笔才找客户的,而是先有礼品笔和订单要求才找礼品笔的。也就是广告笔和广告笔优先。既然这样,你就要把精力放在寻找广告笔上。首先不要把眼光放得很远,好像所有的广告笔都可以做的样子。找到几家质优价廉的生产某种礼品笔的工厂,确定合作关系,然后把他们厂的礼品笔生产样品作为你自己的产品。制作图片(网上的和纸张的)后,进行促销笔推广。你作为广告促销笔供应商要供应的第一件产品就该就是你自己。广告笔告诉对方你现在拥有那些广告笔可做,你的供货时间基本多长,你的质量如何保证等等。从这样一点一点起步,逐步扩大你的广告笔来源渠道,同时逐步扩大你的礼品推广渠道。 但是做生意如果几个月没有效果就轻言放弃的话,相信不会有任何一个人再能给你有用的建议,除非叫你真的放弃。
|


