March 11th, 2010

Licensed Games I’d Want to Work On – Part 2: Silence of the Lambs4

I’m not quite sure if this is my number two choice, but Silence of the Lambs definitely up there. The reason I chose to write about this next is because my previous post was very game-y (because it already was a game). I could be wrong, but I don’t think Silence of the Lambs is an obvious choice for a video game. I think if done correctly, it could be an amazing game that would potentially expand the game playing audience and push the boundaries of interactive entertainment.

Let me preface this by saying I have not read the books by Thomas Harris. I am definitely interested in reading them, but I have promised myself that before I read any other books, I’m going to read everything Phillip K. Dick wrote, and I’m only a third done. I don’t have much time for books presently, but the way I see it, I’m reading them faster than he is writing them (since he is deceased unfortunately), so I’m bound to accomplish my goal unless I meet an untimely demise. The Thomas Harris novels may be better than the movies as novels often are (I think it’d be hard to get much worse than the movie for Hannibal), but Silence of the Lambs is an amazing movie regardless. I also really enjoyed Red Dragon, and I have not seen Manhunter (the original film adaptation of Red Dragon). As many licensees have found out, just because a movie is good, it doesn’t mean the game adaptation will be good. I think Silence of the Lambs has what it takes to be an amazing game. Lets first look at what’s great about the movie and then I’ll discuss how I would preserve and enhance that in a game adaptation.

The one reason I chose Silence of the Lambs over Red Dragon to adapt is because I think the character of Clarice Starling is more interesting than Will Graham from Red Dragon. Her character is explored in Silence of the Lambs and a bit in Hannibal (I imagine much more so in the books, which is why I’m so interested in reading them), and Jodi Foster did an amazing job of bringing Clarice to life. Julianne Moore did a pretty good job in Hannibal, but she’s not the acting powerhouse that Jodi Foster is, although I love her portrayal of Maude Lebowski in the Big Lebowski. I’ve seen that film more times than I can count, and she cracks me up every time. One of the reasons that Clarice is more interesting than Will Graham is that she is very out of place in the FBI, and a lot of the conflicts in the films revolve around that. Firstly, she is a woman in the FBI, which I imagine is a male dominated organization. Now, I’m not saying that the organization as a whole is sexist, but I imagine there are individuals who are, and that will make her job more difficult. On top of that, being one of the few women in an organization can be uncomfortable, and I think the movies did a good job of conveying that. In Silence of the Lambs, she is often the only woman in a room or elevator . Also, she is from a small town in West Virgina, and it’s clear that she has seen some prejudice based on that too.

Although she may seem like a fish out of water, she is driven to grow lungs. One of the great things about the original Silence of the Lambs is the opening credits. Rather than just showing some text over a black background, or a picture of a butterfly, it shows Clarice training by herself. Now, one might think that they are just trying to make the credits visually more interesting than most, which is true, but I assert that they are trying to start the film with your first glimpse into the character of Clarice. She’s driven. She’s compelled to succeed against overwhelming odds. She’s pushed herself, and she will continue to push herself until she accomplishes her goal. It’s possible that the Red Dragon movie adaptation wasn’t as good because it didn’t really delve into the protagonist as much, but I think Clarice is a very interesting character and have trouble imagining that Will is as interesting, but I could be wrong.

Of course she isn’t the real star – it’s Hannibal. I’m excited to see Hannibal Rising, which comes out next month. I’m a bit concerned because giving him a back story may ruin the mystique of the character. Hannibal is an absolutely terrifying character because he is somewhere in between a brilliant genius and a complete psychopath. To be so intelligent and to understand what makes people tick so well, but to also have absolutely no conscience whatsoever is frightening. His intelligence gives him power as we see in the films. He only uses his power to pursue his own goals although it seems that he gained some sort of respect for Clarice although from what I understand, the resolution to the Hannibal book was quite a bit different than the film.

Besides the suspenseful night vision climax, the best scenes in Silence of the Lambs are the interactions between Hannibal and Clarice. Being able to capture an interaction like that and make it interactive is possibly the holy grail of game design. (Maybe not the industry’s Holy Grail, but my personal Holy Grail) Being able to interact with a computer simulation of a terrifying character like that would be amazing achievement in the field of interactive entertainment. Rather than just fearing for Clarice, you could experience it from her eyes. You could try to fight Hannibal in his mind games and that would be truly terrifying. In order for this to be pulled off well, you would have to be able to say anything. A dialog tree just wouldn’t give you the same experience – that you are battling wits with a psychopath. In order to be able to create an interactive character that could react to anything that the player could say, you would need a sophisticated AI that actually simulates Hannibal. This AI would have to have a lot of knowledge because that’s an important aspect of the character of Hannibal. This couldn’t be like a chat bot that merely tells you weather and movie times. Hannibal has a vast knowledge of psychiatry and the way people think. He isn’t like an encyclopedia that recites facts, but rather a person who understands these things and can use them as tools to get what he wants. To create the illusion of a real person, some sort of text to speech system should be implemented, so Hannibal doesn’t say things in the same pre-canned way. Unfortunately, current text to speech technology is notoriously bad, and doesn’t convey any emotion, which really ruins the humanity that we would try to convey. For game purposes, it would have to have ways of steering the conversation to stay on topic. This may limit the knowledge necessary to code into the system, but accurately steering conversations to fulfill game objectives is no small task.

Unfortunately, this is a very difficult problem to solve in the field of artificial intelligence and is currently the subject of a lot of research. The first hurdle is converting speech to text. You would want the player to be able to interact fluidly with the character, and the best way to do that is with their voice. This is a difficult problem. If anyone’s ever tried playing Seaman or using a voice to speech program, you know that these things are far from perfect. Let’s say that is already solved. The much harder problem is a field of research called natural language processing. Natural language processing is an unsolved and very hard problem that is the active subject of a number of research projects. Let’s look at an example. I might want to say, “If you give me that pair, I’ll cut you a deal.” Now, the computer program would be unlikely to get the text in that format. Firstly, I have purposely used a homonym. The text to speech program cannot recognize whether I am using the word “pair” or “pear”. Let’s pretend I’m referring to a pair of drawings Hannibal has made of the murderer’s house. In order for the computer to properly parse this sentence, it would need to keep track of the context of what we are talking about, which is pretty tough because there are a multitude of ways I could refer to the drawings: sketches, those, pictures, them, papers, illustrations, duo, couple, etc. Next, “cut you a deal” is a hard phrase to parse. Cut normally means to use something sharp to split something. Cut you a deal has nothing to do with that. I’m not exactly sure what the computer would make of it with a literal interpretation, but I chose it because it’s an example of something that seems natural for us to say that would be difficult for a computer to figure out. Next, let’s further complicate things by saying “I’ll cut you a deal for that pair”. Now, it is unclear whether I am cutting a deal by offering that pair or the previous meaning of the phrase. It may seem obvious to the player  because Hannibal was just showing us his pictures, but it is difficult for the computer to discern. Any time the game doesn’t recognize something that we say that should be obvious, the illusion is ruined.

I was excited by Lifeline, a game where your only way of interacting is with your voice. You help a character get out of life threatening situations by telling her what to do. I purchased it and tried to play it, but I quickly became frustrated. I wanted the main character to investigate the green thing in the first room. I wasn’t sure what it was (which is why I wanted her to look at it), so I didn’t know what to call it. I tried all sorts of things, and eventually the computer somehow matched my desperate attempts to refer to the green object to “go to the next room”. That was it. The game was a complete failure. Now, I certainly didn’t expect that it would be perfect. I didn’t expect to have long meaningful conversations with the protagonist. I didn’t think I’d be able to interact with a  believable entity. But if the entire gameplay hook is that you command the character with your voice, and she doesn’t do what you say, then it is indeed a failure.

The best example of a game that tries to do something like what I am suggesting is Facade. Unfortunately, I haven’t had time to play the full version of Facade, but I played the demo of it at GDC almost 3 years ago, and although it had issues, it showed promise. Facade is an interactive drama where you create your own character and interact with a married couple that you are friends with as their marriage falls apart. You have a limited range of actions, and unfortunately, you have to type in your text responses. Now as I said, I only played the beta so the released product could have been quite a bit better, but I would say we are still pretty far from developing the level of interaction that would “work” or be a success by my standards. An example is that I was trying to play the character of someone who was romantically interested in the wife and trying to break up the marriage. That’s the beauty of the idea of the interactive drama – if done right, you can create your own character and story. Unfortunately, it didn’t work out as well as I planned. Grace, the wife, didn’t even pick up on my blatant attempts to throw myself at her or my suggestive or downright dirty remarks to her. That’s the fundamental flaw with creating digital characters – with current technology, it’s impossible to get behavior that isn’t programmed in. To create a real digital character that can have unique and new reactions and emotions is the holy grail of AI. Firstly, if you are working with pre-recorded dialog, you are limited there. All of a sudden Grace can’t give up her husband and tell you that she’s always had feelings for you because there would be no dialog for that. Even if they tried to create an emergent system that had love meters for every character ala Fable and had text to speech and a complicated algorithm to generate new English sentences, it wouldn’t be able to come up with the response that she “always had feelings for you”. That was a creative leap that involved making up a back story. Even with a sophisticated character AI that tries to model all aspects of a human (which in and of itself is a difficult problem to solve), you wouldn’t be able to get that creative spark that a real human would have when doing improvisation. The simulation would only simulate the ideas put in by the author. It couldn’t share authorship in the story and come up with new input.

Perhaps I spent a bit too long explaining why my dreams our currently outside the realm of plausibility. Since this is my blog, I can express my blue sky desires. Although, if I were to make the game, I think I’d want the interaction with Hannibal to be the central hook, but there are many other things the game could offer. Detective work has been tried in many games (particularly adventure games) and has had some success. I would think with today’s technology we could create a pretty compelling detective game. Many believable characters could be created to give you clues and to guide the protagonist to solve the mystery if he/she is stuck. Ideally, in this game, any time you were stuck, you could turn to Hannibal for assistance, although his assistance always comes at a price. I think it would be really cool to do a sound based final boss fight similar to the end of Silence of the Lambs where Buffalo Bill has night vision goggles. It would obviously have to be much more forgiving than in the film where Clarice had a fraction of a second to figure out where Bill was and shoot him before he could shoot her. For the purposes of the game, the player would be presented with a  black screen. Buffalo Bill might be a bit clumsier, so there would be small audio cues like the sound of Bill’s foot bumping into a chair, or clothing brushing against furniture, but the player could take shots and the screen would light up briefly with the muzzle flash to illustrate where the enemy was. This would work out even better if surround sound systems were more common. Sound can be one of the most terrifying things. I watched the movie “Pulse” last night, and all in all it was pretty dull, (although I enjoyed the line where they “discovered frequencies they didn’t think existed”. What? Like -1 Hz?) there were some moments that were pretty creepy courtesy of my Dolby Digital 5.1 setup. Creepy noises came from behind me. Imagine sitting in a dark room with a black TV screen and a noise every few seconds that shifts in position as a pyscho killer moves in for the kill. Now THAT would be a game that would terrify people.

Licensed Games YOU’D Like to Work On5

I’m working on my next post about licensed games I’d like to work on (this time, it’s a movie and book, so I’m not cheating by choosing a game), but it’s turning out to be pretty long, so it may be a bit before it’s done. but I thought it’d be good to create a thread for others to post the licensed games that they would like to work on. I’m sure someone has an even better idea for a movie, TV show, book, play, story, poem, opera, etc that would benefit greatly from interactivity. Any thoughts?

Licensed Games I’d Want to Work On – Part 1: Panzer Dragoon0

I’m sure everyone owns a licensed game. I own my fair share, and most of them aren’t very good. Certainly there are exceptions (I’ve heard the Chronicles of Riddick: Escape from Butcher Bay was a great game despite the movie was completely over the top), but on the whole they aren’t very good. I think part of this is that the money is spent on the license, not the development of the game, but often a license just doesn’t prove to be very game-y. For example, the Simpsons has spawned more games than most choose to remember (Simpsons Wrestling?), and although there are a few gems (Simpsons: The Arcade Game), most aren’t that great. Some are pretty decent, but they are usually loose usages of the license. When a license follows a movie, it’s difficult to take a lot of liberties. Although I would rather work on original content, if I had to make a licensed game, Panzer Dragoon is my first choice (more  licenses will follow with later posts).

Firstly, I don’t know if this counts as a license since it’s a video game, but getting the rights to do an established video game franchise is very similar to making a licensed game. Sometimes, the company that owns the franchise will be very protective of their IP and will try to prevent you from taking a lot of liberties or moving the series in a direction that they think will damage their IP. Other times, it seems more like a publisher is less concerned about the quality and more concerned about making the game as quickly and as cheaply as possible. That seemed to be the case with Spyro and Crash after Naughty Dog and Insomniac stopped working on them.

At any rate, I love Panzer Dragoon. Panzer Dragoon Saga is one of my very favorite games, if not my favorite. If you couldn’t tell, you might want to read my glowing praise in an earlier post. The Panzer Dragoon games take place in such a unique world that is both beautiful and fascinating. The art direction has always been superb even on the early Saturn games even though due to hardware limitations, it was difficult to tell what the collection of polygons were supposed to be. Panzer Dragoon Saga had amazing cutscenes and is by far the best looking Saturn game technically. It’s graphics are so good, one might even mistake it for a Playstation game! (Although, the video codec leaves much to be desired, which is unfortunate since there’s a lot of pre-rendered video in Panzer Dragoon Saga) I paid over $100 for Panzer Dragoon Saga, and after playing it, I would have paid twice that. The post-apocalyptic world blends all the best things from science fiction and fantasy together to create one of the most immersive worlds out of any video game. (Microsoft, why haven’t you made Panzer Dragoon Orta backwards compatible yet?!?! The last update did include Psychonauts, which is good)

In the Panzer Dragoon Universe, the characters in the game are constantly living in the shadow of a civilization that destroyed itself with various weapons. Great empires have risen up, and they harness the ancients technology to rule and destroy. Dragons, another biological weapon created by the ancients, prove to be the ultimate weapon to fight the oppressive governmental regimes. It was amazing that even with the poor hardware of the Saturn (not to speak ill of the Saturn. It is one of my favorite consoles) that they were able to create such an amazing setting for some wonderful games. Another thing that aids the immersiveness is that all the characters speak a unique language. No, Sega wasn’t just lazy in its localization. All the characters are speaking a completely new language similar to how Tolkien created the Elvish tongue for Lord of the Rings. Panzer Dragoon has one of the most rabid fanbases that it’s amazing Sega hasn’t made Live Arcade versions of the original or Zwei (although they did release the original for Playstation 2, and it was included in Panzer Dragoon Orta). Doing a downloadable version of Saga would definitely be worth it since it’s a fantastic game, and would be pretty easy to port. Sure, it’s on 4 CDs, but if they replaced the terrible compression codec with something reasonable like MPEG 4 or VC1, the game would end up pretty small. Unfortunately, I think the series has slipped off everyone at Sega’s radar, so I doubt any of this will happen. Interestingly, besides Psychonauts, I would say Panzer Dragoon Orta is the most requested game for Xbox 360 backwards compatibility (kotaku, joystiq and IGN all mentioned it) . Microsoft finally delivered on Psychonauts, but why not Panzer Dragoon? (I imagine it’s difficult to emulate since it is very technically impressive, but I think it’s well worth the effort.)

Another amazing thing about Panzer Dragoon is the music. Think back to a time where most games were created with simple bleeps and blips. Panzer Dragoon’s orchestral scores were a great addition to the game made possible by the CD medium. It really gave you that epic feeling as you flew on the back of a dragon destroying all sorts of mutant creatures that fought you. If you listen closely, you can tell that it was sequenced from samples and not actually a live orchestra, but the music still holds up to this day as some of the best game soundtracks.

I was really planning on focusing on what would make working on the game cool, but instead I went on a fanboy rant about how great the games were without doing a good job at conveying anything about the game other than how awesome I thought it was. So, I guess I’ll take a step back and try and get you up to speed. The first two games as well as the last (Orta for the Xbox) were rail shooters. They have the standard firing mechanism in a lot of Sega games where you drag your cursor over a bunch of targets and release to fire a barrage of lasers at all the targets. You have limited control over the dragon, so you can avoid obstacles. The enemies come at you from 360 degrees, so you press the shoulder buttons to rotate all around the dragon. The shooter games were flawlessly executed. The action was fast paced, the controls were fluid, the bosses were huge, and the action was frenetic. This on top of all of my other glowing praise made some really amazing games.

Panzer Dragoon Saga was an epic RPG that is possibly the most under appreciated game ever made. It’s hard to say whether this or Final Fantasy VII is my favorite game, but although they are both epic RPGs, they are very different. Firstly, Panzer Dragoon Saga is short. Yes, it’s on four discs, but unlike Final Fantasy VII, you can fully complete the game in 15-20 hours. I’m not complaining about that. There’s no grinding, there’s no waiting – it’s 20 hours of pure gaming bliss. My only complaint is that there aren’t too many different moves to learn, weapons or items, but everything is balanced fantastically and the game is super fun, so it’s a minor one. Panzer Dragoon Saga has walking around segments, but a lot of the game is exploring on the back of a dragon, which is a lot more interesting to play (in my opinion) than just walking around. Panzer Dragoon Saga’s strong point (besides the wonderful world in which it takes place) is the battle system. I’ve enjoyed the battle systems in many RPGs (especially Final Fantasy VII), but Panzer Dragon Saga is by far my favorite. It is simple, maybe a little too simple (because of the aforementioned lack of weapons and moves), but it is extremely exciting. The way it works is there are three bars that can charge. You can bring up a menu at any time in order to execute moves. Each move uses up a certain number of bars, so if you want to use your special attack you have to wait for all three of your bars to charge up. Now, you’re probably wondering how just waiting for bars can be an exciting combat system. Well, while you are waiting, you can move into one of four positions (ahead, behind, left and right) around the characters you are fighting. One of the positions usually has the enemy’s weakpoint that you can attack for massive damage. One of them is where their attacks are particularly potent. Other directions can be safe for your character. So, while you are waiting for your meters to charge, you and the enemy are trying to adjust positions in order to put the other combatant at a disadvantage. When you are shifting, your meters are no longer charging, so it’s important that you don’t just keep circling the enemy to avoid all of its fire. It’s hard to explain why this works out so well, but it really creates extremely exciting combat. No longer are you just staring at bars or menus, but you are constantly jostling for position with the enemy. Although that may not sound all that engaging, Team Andromeda’s execution works phenomenally well. You’ll have to play it for yourself to fully understand what an excellent system this is.

So, I’ll stop waxing poetic about the wonders of Panzer Dragoon in order to get to the intent of this article. Why would this be my first choice of a license to work on? (Although, I may be stretching the definition of a license) It should be painfully apparent that I am an enormous fan of Panzer Dragoon, and it’s always good to work on something that you are excited about. At Heavy Iron, I was glad that I was working on The Incredibles games rather than Spongebob Squarepants. I’m not really a fan of Spongebob, but I really love The Incredibles movie, so that was much more exciting to me. One of the reasons I wanted to work for High Impact besides that they had an amazing team was that they were making a Ratchet game, and I love Ratchet and thought this would be my only chance to work on Ratchet. (I wasn’t aware at the time that Insomniac was going to continue making Ratchet games) Unlike many other licenses, Panzer Dragoon is a license that lends itself well to making a game. (Did anyone play Toys the game based on the Robin Williams movie for Super Nintendo?) That may be obvious since it already was a game, but I think too often people neglect that when choosing a license. THQ made a poorly received game based on the Polar Express (I enjoyed IGN’s review because they mentioned that it made The Incredibles look “golden by comparison”), and although the movie may have been a good license from a financial standpoint (it had a lot of marketing budget behind it), it doesn’t really lend itself well to the interactive entertainment medium. Sure, maybe someone could have made a better game with the license, but I certainly didn’t envy the developers when I found out they were working on that game. Licenses can give you many advantages, which is why they are so popular. The main benefit is cross promotion and mindshare from the movie’s marketing, since the movie industry spends more money on marketing than games because despite what people say, the movie industry still is much larger than the games industry. It also can give you a fan base and a story or characters that are already well developed, so you save time and effort there. But, if you choose the wrong license, it makes the design of the game much more difficult. So, Panzer Dragoon has been proven with each iteration that it makes a great game.

Another reason is that the universe is something I’d like to explore creatively. I love the universe so much, I’d like to immerse myself in it only to expand it, to create it, to shape it in a way that I choose. I feel that I could do something that would do Team Andromeda proud, and if not, I don’t think anyone else could do better since Team Andromeda was abolished as was Smilebit (the developers of Panzer Dragoon Orta, which had several members from the original Team Andromeda). The gameplay featured in both the rail shooter and the RPG was really solid and leaves me as well as others wanting more. It certainly doesn’t seem like Sega has another Panzer Dragoon title in the works, so I would love to fill that Panzer Dragoon shaped hole in my own as well as others lives. Plus, you know what they say - if you want something done right, you have to do it yourself. I’m not sure if any development team would do it justice. Unfortunately, a number of classic Sega franchises have been disappointments recently. Did anyone play Virtual On Marz? How about Shadow the Hedgehog? When the new Sonic game came out, I died a little inside. To be fair, I haven’t gotten a chance to play the released version, but the demo was really rough, and I heard not much changed for the released game. (I may write an article about what I’d want to do if I had the Sonic license) I’m very nervous about what may happen to Golden Axe, another one of my personal favorites that I would love to work on. (Secret Level, a recent Sega acquisition, is making a next-gen sequel called Golden Axe Riders, but little is known outside a few pictures.)

Well, I could go on, but all this talk of Panzer Dragoon really makes me want to hook up my Xbox and my Saturn and play all the games over again.

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