By Simon Carless

GDC: Uncharted 2 Wins Big At 10th Annual Game Developers Choice Awards

Naughty Dog's critically-acclaimed Uncharted 2: Among Thieves was the big winner at the 10th annual Game Developers Choice Awards, presented at a ceremony this evening at UBM TechWeb Game Network's 2010 Game Developers Conference (GDC), receiving a total of five awards, including Best Writing and the coveted Game of the Year award.

Another major honoree, 5th Cell received the award for Best Handheld Game and the Innovation Award, for its creativity-fueled portable game, Scribblenauts. Zynga, creators of the wildly addictive and popular Facebook game, Farmville, received the honor for Best New Social/Online Game, marking the first winner for this inaugural category.

Other winners include Rocksteady Studios' dark and gritty adventure, Batman: Arkham Asylum, which won for Best Game Design. The Best Debut Game went to Runic Games' Torchlight. The Best Downloadable Game award went to thatgamecompany's Flower, marking the second such award for the developer, following their win in 2008 with fl0w.

The Game Developers Choice Awards, which honor the very best games of the year, created for developers and voted on by developers. The finalists were chosen via a combination of open game industry nominations and the votes of the leading creators in the Choice Awards Advisory Committee.

Starting this year, winners were selected by the Game Developers Choice Awards-specific International Choice Awards Network (ICAN), which is a new invitation-only group comprised of 500 leading game creators from all parts of the video game industry.

This year, John Carmack, the technological patriarch and co-founder of id Software was presented with the Lifetime Achievement award for more than two decades of groundbreaking technical contributions, and his role pioneering and popularizing the first-person shooter genre with the groundbreaking Doom and Quake series.

The Game Developers Choice Awards also honored Jerry Holkins, Mike Krahulik and Robert Khoo, the crew behind the popular webcomic Penny Arcade, with the Ambassador Award.

The trio, who have also created and spearheaded the Child's Play Charity and the Penny Arcade Expo, were awarded the honor for their work creating their genuine, gamer-friendly empire by skewering video game culture and developers while building up a following, events and an industry-leading video game charity that help epitomize the positive elements of 'gamer spirit.'

Finally, Gabe Newell was given the Pioneer Award for his work in co-creating PC key digital download service Steam, and helping to make possible some of the most important video games of recent years -- from the Half-Life series through Portal to Team Fortress and beyond.

The recipients of the 10th Annual Game Developers Choice Awards are:

Game of the Year
Uncharted 2 (Naughty Dog)

Best Game Design:
Batman: Arkham Asylum (Rocksteady Studios)

Best Writing:
Uncharted 2 (Naughty Dog)

Best Debut Game:
Torchlight (Runic Games)

Best Technology:
Uncharted 2 (Naughty Dog)

Best Handheld Game:
Scribblenauts (5th Cell)

Best Visual Arts:
Uncharted 2 (Naughty Dog)

Innovation Award:
Scribblenauts (5th Cell)

Best Audio:
Uncharted 2 (Naughty Dog)

Best Downloadable Game:
Flower (thatgamecompany)

Recipients for the evening's special awards were:

Lifetime Achievement Award
John Carmack

Pioneer Award
Gabe Newell

Ambassador Award
Penny Arcade (Jerry Holkins, Mike Krahulik, Robert Khoo)

"This year has seen some incredible titles across platforms and genres -- big-budget blockbusters like Uncharted 2 and Batman: Arkham Asylum and addictive online games like Farmville all made for an amazing year in games," says Meggan Scavio, event director of the Game Developers Conference.

"The winners at the Game Developers Choice Awards have exhibited that they can create compelling experiences that set the bar even higher for other developers to follow. We'd like to thank all the winners and the nominees for their countless hours furthering the art of game creation, and crafting some awesome experiences for gamers the world over."

For more information about the awards and all the recipients, please visit the official Game Developers Choice Awards website.

By Simon Carless

The Psychology Of Games: The Glitcher’s Dilemma

the_prisoner.jpg[Psychologist and gamer Jamie Madigan continues his new GameSetWatch column by writing about how social dilemmas work in the world of gaming, and how designers can work to diffuse them before everybody gets glitch happy.]

Soon after its release, some players of the online first person shooter Modern Warfare 2 discovered what became known as "the javelin glitch." Someone, somewhere, somehow figured out that through a bizarre sequence of button presses you could glitch the game so that when you died in multiplayer you would explode violently and murder everyone within 30 feet of you, often resulting in a net gain in points.

It wasn't long, though, before the method for creating this glitch spread through the Internet and servers were filled with exploding nincompoops. Just to a Youtube search for "Modern Warfare javelin glitch" and you'll get hours' worth of video explaining how to do it --it wasn't a very well kept secret. In fact, it quickly got bad enough that developer Infinity Ward had to rush out a patch to fix it, presumably screaming "Ack! No! You guys, stop it!" the whole time.

But in the meantime, the javelin glitch presented players with an interesting dilemma assuming they weren't outright bent on griefing: they could either abuse the glitch to boost their own rankings and unlock new perks, or they could abstain and preserve the game's fair play. Of course, the problem is that if they abstain, someone else may abuse the glitch and dominate the match. The middle ground is when everyone glitches, but the resulting pandemonium isn't as much fun as fair play.

Let's simplify the discussion by assuming a two-player deathmatch game between two non-griefers in Modern Warfare 2. Look, I've created a table to summarize the dilemma for you! It's suitable for framing.

glitch_dilemma.jpg

So what do you do? Psychologists and economists who study this kind of decision-making call it a "social dilemma." In these situations each person has what's called a "dominating" alternative where they're most likely to win (in this example, abusing the glitch) but most people REALLY want the "nondominating" alternative produced when everyone chooses to cooperate. Especially once the novelty factor wears off.

Back in the 1960s research on these kinds of dilemmas exploded and out of it came what's known as "the prisoner's dilemma," based on an anecdote about getting confessions from two prisoners held under suspicion for a bank robbery. In his book, Rational Choice in an Uncertain World Robyn Dawes summarizes the classic scenario thusly:

"Two men rob a bank. They are apprehended, but in order to obtain a conviction the district attorney needs confessions. He succeeds by proposing to each robber separately that if he confesses and his accomplice does not, he will go free and his accomplice will be sent to jail for ten years; if both confess, both will be sent to jail for five years, and if neither confesses, both will be sent to jail for one year on charges of carrying a concealed weapon. Further, the district attorney informs each man that he is proposing the same deal to his accomplice."

Another table!

prisoners_dilemma.jpg

What would you do? In this case, both prisoners will probably confess if they're rational about it. Why? Because each prisoner get a better (or no worse) payoff by confessing no matter what the other guy does. Prisoner A thinks, "I don't know what B is going to do, so if I confess it's the best way to keep myself from getting screwed. If he keeps quiet, I go free. If he also confesses, I get 5 years instead of 10." In other words, confessing is the only way to keep the other guy from being able to screw you over. Notice how this mirrors the javelin glitch dilemma.

Now let's take another example from the golden years of PC gaming. In the early days of Starcraft, a strategy called "Zerg rushing" emerged where at the beginning of the match players would quickly build lots of cheap Zerg units to overwhelm opponents before defenses could be constructed. Counter strategies developed for players who could manage them, but for a good chunk of the player base Starcraft became a game of seeing who could Zerg rush faster, which wasn't nearly as much fun as choosing from any other number of play styles or even races. So the dilemma was:

zerg_rush_dilemma.jpg

Again, the dominating strategy was to Zerg rush, because if you didn't and the other guy did, you lost, which was worse than any of the alternatives. This despite the fact that what you really both want is a varied, fun game. It's a design issue that still plagues strategy game developers today.

Prisoner's dilemmas and social dilemmas in general can similarly be used to illustrate the reasons for ninja looting in World of Warcraft:

loot_dilemma.jpg

Or you could apply it to "tick throwing" and "fireball trapping" techniques in fighting games. I could go on, but I think you get the idea.

What's really more interesting and useful, though, is to look at what psychology has to show us about when people DON'T choose the purely rational option of abusing a glitch or a winning but boring strategy. Generally, people are more likely to do this when:

- They know they will be playing against their opponents in the future and face retribution
- They expect to interact with their opponents outside the game
- They don't expect to remain anonymous
- They don't know how many games will be played with the same person

Under these conditions, many players will adopt a strategy where they cooperate at first (for example, they don't glitch or rush), then if the other player abuses that trust they retaliate in kind. This is known as the "tit for tat" strategy. Some researchers with way too much time on their hands even organized tournaments where people were invited to write computer programs to play iterated prisoner dilemma games, and the programs that adhered to the "tit for tat" strategy tended to do the best.

This is why things like playing with people on your friend's list, Steam community group, guild/clan, or a favorite dedicated server is good. And it's one reason why random matches between strangers or pickup groups can be infuriating. Making it easy to submit ratings to the profiles of people you just played also helps resolve these dilemmas to everyone's benefits. It's also the reason that I love the way that Halo 3 lets you remain in a lobby with the people you just played and go straight into another round with them.

People being the complicated beings they are it's not a perfect system, though. Some people are just griefers out to disrupt the game no matter what. Some people won't abuse a glitch out of a sense of honor. Some will value their ranking on a leaderboard more than a sense of fair play for any individual match. But even if none of the bulleted items above is a silver bullet, they help across large numbers of games.

References: Dawes, R. (1988). Rational Choice in an Uncertain World. Fort Worth: Harcourt Brace Publishers.

[Jamie Madigan, Ph.D. is a psychologist and gamer who explores why players and developers do what they do by studying the overlap between psychology and video games at The Psychology of Games website. He can be reached at jamie@psychologyofgames.com.]

By Simon Carless

Tick Tock, Mr. Bubbles

Inspired by the recent release of BioShock 2 and Michael Parker's inventive clock part paintings, Thomas "ImaginaryThomas" Girard created his own cute homage to the first-person shooter. I've seen dozens of crafts paying tribute to the game's Big Daddy and Little Sister characters, but this one's certainly unique!

ImaginaryThomas is a self-described tinkerer who enjoys creating art pieces out of "junk, bits, pieces and various miscellania". He has several curious miniature robots that are well worth checking out and are available to purchase through his Etsy shop (the BioShock 2 piece is unfortunately not for sale).

By Simon Carless

Carmack Gets Lifetime Achievement Honor At 2010 Choice Awards

[Here's the final announcement regarding the Game Developers Choice Awards, run by my GDC colleagues -- great that John Carmack will be at GDC to get the Lifetime Achievement Award, and Warren Spector is hosting this year, giving things a nice creator-centric focus once again.]

The 2010 Game Developers Choice Awards, the highest honors in video game development, will bestow John Carmack, the technological patriarch and co-founder of id Software, with the Lifetime Achievement Award for his contributions to the art and science of games.

The Lifetime Achievement Award recognizes the career and achievements of developers who have made an indelible impact on the craft of game development, as Carmack has done for his more than two decades of groundbreaking technical contributions, and his role establishing the first-person shooter genre with landmark titles like Doom and Quake.

The recipient is chosen by the elite Choice Awards Advisory Committee, which includes game industry notables such as Ben Cousins (EA DICE), Harvey Smith (Arkane), Raph Koster (Metaplace), John Vechey (PopCap), Ray Muzyka (BioWare), Clint Hocking (Ubisoft), and many others.

Former Game Developers Choice Lifetime Achievement Award recipients include Sid Meier, Shigeru Miyamoto, Will Wright - who will be presenting the award to Carmack at the ceremony on March 11, 2010 during Game Developers Conference 2010 in San Francisco - and other legendary game creators.

John Carmack and his team at id Software, the company he co-founded in 1991, pioneered real-time 3D graphics in game, setting the pace and the standard for other developers to follow. Carmack and his colleagues at id are credited with essentially creating the modern-day first-person shooter (FPS) genre with the PC game Wolfenstein 3D in 1992, and helping to popularize networked multiplayer gaming on PCs with the release of Doom in 1993.

id has gone on to create other major FPS and action game franchises such as Quake, and Carmack and id Software are currently in development of a number of projects, including the free-to-play, web-based title Quake Live, the upcoming new franchise RAGE, and Doom 4.

As a largely self-taught technology purist, Carmack has devoted himself to pushing the limits of hardware and software. He's helped to set the technical and gameplay standard for modern 3D gaming - and in the process, created some of the most popular video game franchises in history, which is why he's being honored by the Game Developers Choice Awards this year.

"It's no exaggeration to say that John Carmack and id Software have had a monumental influence on all modern 3D games, but especially the first-person shooter genre," says Meggan Scavio, Event Director of GDC. "John is one of the key figures in the history of video games, and we're delighted to be giving him the Lifetime Achievement award this year.”

Alongside this announcement, Awards organizers are delighted to reveal that Warren Spector will be hosting the Game Developers Choice Awards this year. Spector follows in the footsteps of previous much-loved figures who hosted past Awards such as Double Fine's Tim Schafer and Naughty Dog co-founder Jason Rubin.

Spector has been developing role-playing and computer games for over 20 years, working at seminal studios such as Origin Systems and Looking Glass Studios, where he produced System Shock. He later founded Ion Storm’s Austin studio and directed the development of its genre-bending, award-winning game Deus Ex. He then oversaw development of Deus Ex: Invisible War and Thief: Deadly Shadows. Spector founded Austin's Junction Point in 2005, and the now Disney-owned studio is working on the much awaited Wii title Disney Epic Mickey.

Presented by the Game Developers Conference (GDC) -- part of the UBM Techweb Game Group, as is this website -- this year's awards ceremony, held immediately following the Independent Games Festival Awards, will be hosted on Thursday, March 11, during GDC 2010 at San Francisco's Moscone Convention Center.

For further information about the Choice Awards, please visit the official Game Developers Choice Awards website. For further information about GDC and to register for attendance, with pre-show registration ending on March 4th, please visit the official Game Developers Conference website.

By Simon Carless

Postmortem Highlights: Behind The Scenes of Borderlands

The latest issue of GameSetWatch sister publication Game Developer magazine, available for subscribers and for digital purchase now, includes a postmortem of Gearbox's Borderlands, written by the studio's product development VP Aaron Thibault.

Borderlands, a first-person shooter heavily based around Diablo-like loot and level mechanics, is the latest new property from the Plano, Texas-based developer. It was published by 2K Games for PC, Xbox 360, and PlayStation 3 last October.

These excerpts from the February 2010 issue of Game Developer magazine reveal various "What Went Right" and "What Went Wrong" highlights from throughout the creation of the game, revealing how the company employed a new art style and overcome scheduling issues and "analysis paralysis."

Analysis Paralysis and the Truth

Early design management decisions left the Gearbox team with less than a firm handle on the state of design at any given moment, and the impact of particular design implementations on the final game. It wasn't until a more objective system was implemented that the whole thing came together:

"The initial core team started the project with very high-level goals and understandably blue sky thinking. The team decided at that point the most efficient tool for documentation and communication would be a wiki. That didn’t work out as the team began to scale. Designs evolved faster than the wiki pages that described them, and discipline was inconsistent throughout the team in terms of keeping things updated.

"Down the road, this led to difficulty recalling why certain decisions had been made, and what was on the table for discussion or change versus what the team didn’t want to revisit until they were implemented at a state where they could be tested and analyzed.

"There were times early in development when a team member would implement things that weren’t documented at all, which led to confusion about the actual state of some features and content. The desired end state for some things was not fully articulated, and when that combined with disagreements or lack of recollection about how they attained their present state, there would be meetings where many things were discussed but no decisions were made.

"There would also be disagreements about what the customer would think about the item at hand and what the team should do next. The project’s director had been seeking a solution that would involve focus testing to bring the customer’s perspective into play when decisions about iteration were being made. He saw a lot of promise in this idea after 2K set up a customer play test with an offsite third party testing service that provided some eye opening results. At the time we made The Change, we decided to commit to focus testing specific features with representative customers.

"Gearbox’s technical director got involved and the Truth Team was born. He intended this group to speak for the customer and to speak through data, not opinions or conjecture. Truth turned out to be one of our very best decisions, and we are now utilizing the strength of that team across all our projects."

The New Art Style

Along with numerous other aspects of development, at a certain point Gearbox completely reevaluated the game's art direction. This is how the team did it, using the initial town "Fyrestone" as a proof of concept:

"Not long after the Fyrestone test was completed, Randy Pitchford took this example to 2K to pitch The Change. This was a risky prospect, and we had no idea how 2K would respond. Internally, we knew what kind of risk this posed to production.

"There were a lot of influential people, Randy at the top of that list, who thought it was probably a very bad idea to open the door to that level of change so late in the project. But everyone who saw it recognized its potential, and almost everyone had a strongly positive reaction to it, especially when they saw it working in game and could navigate a space with the style implemented.

"Fyrestone served exactly that purpose. When Randy made the trip to 2K in San Francisco to pitch it, they decided to make the bet on it with us and embrace the new style. That helped cement our productive relationship with them, and was a great catalyst to get us to focus together on how to mobilize to ship later that year.

"With the new art style, everything started to fit together. We had art that matched the evolving attitude of the game. It was now fine for players to jump high up in the air, for enemies to take varying amounts of damage based on level, for missions objectives to be zany, for psycho midgets to run at you, for brains to pop out of heads intact and fall on the ground, and for a wisecracking unicyclebot to show up in the game as your guide.

"The Visual Design Team described it as "ill-mannered whimsy" and the project’s director, Matt Armstrong, promoted the notion that our attitude should take inspiration from Paul Verhoeven, director of Starship Troopers and RoboCop—movies where over the top violence takes on its own brand of dark humor. It was now okay for things in the world to be humorous, whereas with the previous realistic style, the team was shooting for designs that played as "serious business."

"The new feel was something that the entire content team could get behind. Productivity shot through the roof. We got into a magical cycle of art inspiring design inspiring art.

"The new style brought with it an added, very practical benefit -- the process for creating assets could be clearly specified and a state of completion could be articulated and evaluated by the art leads. When we were going for a more realistic style, very often it was unclear if assets were done.

"With the new style, there was no doubt. There was also room for iterating efficiency and quality within the new style. We had one particular member of the art team with a background in comic book art who set the benchmark for quality that the rest of the team constantly shot for; and just as they were hitting it, he leveled up the quality of his work with new techniques.

"For example, in experimenting with being more efficient and increasing texture quality, he showed that "color up" is better than "ink down" for our style—a very different way of approaching art than game artists are used to. In your typical next-gen art workflow, artists bake normals and AO, then use those maps as a guide to color in the texture.

"In our new style, most assets don’t need a normal map because we ink in the details—similar to graphic novel illustration. Fortunately, we had expertise on the team to help us understand the best way to execute and scale into full production. A constant process of improvement began, and it included all of our artists, our very small number of trusted outsourcing partners, and our art directors. This was a great art team motivator."

The Quest for Missions

Unlike with most first-person shooters, which tend to be more guided in their linearity and repetitive in mechanics, the mission system in Borderlands required more consideration, as this extract from the length, useful postmortem explains:

"After The Change, the level design department was given the task of designing and implementing all the missions for the game. This was no small feat. From The Change through to the ship date, the level designers understood what would be required; with leadership from the level design lead they stood together, prepared to put forth amazing effort and in the end delivered a completely rebuilt game.

"They had a high level mission framework for the game that was finalized at the very start of 2009. This framework built confidence that they would be able to implement objectives without fear that the story—and therefore missions—would change, as had been a previous concern—and this served to un-stick layout of the full game. They put on their mission designer hats and began building and testing small mission submaps that they would then propagate throughout the game.

"The missions system itself evolved from a specification that the game design team wrote early in the project. Throughout preproduction, we were searching for how the game should be constructed and were looking for examples of fun missions with interesting variety.

"From 2006 through the end of 2008, the team was driven by short term deadlines for demos, so from a mission design perspective we were always constrained by what would be appropriate for short, focused play experiences that could be developed by a small core team in about a six month cycle. As we later discovered, Borderlands is a game that needs a longer outlook to be truly appreciated.

"Once we had a final narrative structure in place, the team was able to think about the big picture. That led to lots of new ideas about how missions could be fun, which in turn led to many support requests to extend the system. By that time, the system had gone through several revisions but had never been refactored to be easy to use for the kinds of missions that were taking shape as fun.

"In the end, there was one individual on the team who took it on himself to learn the intricacies of the system as it stood, and he became the main expert and go-to guy for implementing and debugging missions.

"The system was implemented to make use of our data driven interactive object system and took shape as a custom scripting solution outside of Kismet (Unreal Engine’s visual scripting interface), which was difficult to extend in all the ways our level designers requested, especially given how late in the project we finally understood what a Borderlands mission should be. As we took on ship mentality, new feature requests were made lower priority.

"On one hand, the constraints made designers focus on doing the best with what they had, and that was helpful for getting the team focused on implementing the kinds of missions that the system would allow. On the other hand, we had only one person who really understood the system inside and out so his workload scaled up metrically, and the system’s implementation made missions hard to debug."

Additional Info

The full postmortem of Borderlands explores more of "What Went Right" and "What Went Wrong" during the course of the game's development, and is now available in the February 2010 issue of Game Developer magazine.

The issue also includes a roundup of governmental game development incentives, Front Line Award finalists, a piece on the art of creating believably flawed characters, and our regular monthly columns on design, art, music, programming, and humor.

Worldwide paper-based subscriptions to Game Developer magazine are currently available at the official magazine website, and the Game Developer Digital version of the issue is also now available, with the site offering six months' and a year's subscriptions, alongside access to back issues and PDF downloads of all issues, all for a reduced price. There is now also an opportunity to buy the digital version of this edition as a single issue.

By IndieGames.com - The Weblog

Browser Game Pick: Bullseye (Zero Point Software)


Bullseye is a Unity-based 3D game created by Zero Point Software as a showcase piece for their upcoming first-person shooter release, Interstellar Marines. You play as a rookie marine who has to undergo a series of training modules, all designed to test his steady aim and gun handling skills. Points are given out based on how many targets you've managed to hit, and players are awarded anywhere between one to five badges depending on how well they do in every module.

This shooting gallery doesn't offer anything new that modern day shooters don't already have, but for demonstration purposes it couldn't have done the job any better. Continue reading

By Alex Macqueen

The Hunt



Amon26’s The Hunt is a prequel to his run-and-gun horror masterpiece, Au Sable. In first person shooter format, the characters and entities residing within the world of Au Sable are presented from an entirely different point of view than in the latter game. The player’s gun-wielding maniac acts as narrator in place of the original’s red-haired girl. It’s a fair bit shorter than All Of Our Friends Are Dead or Au Sable, but almost as effective.



Essentially, this is a creepy version of those weird deer hunting games you can find in arcades. What is lost in innovation in gameplay, however, is gained in disorientation. Being the first 3D game Benjamin (Amon26) has made, walls are frequently bumped up against and aiming is extremely difficult. Many would call this a fault; I would argue that the clear disorientation of the creator in the design process accentuates the player’s own disorientation. When the realization dawned on me that nobody was holding the reins and control had been relinquished to the game itself, rather than its creator, I wanted to scream and hide. The gradual removal of the player’s own power through larger and larger crowds of enemies is the conscious reply to the glitchy brokenness utilized in all of Amon’s work. Fear of the unknown guides the player’s emotions through the first section, where there are no enemies, only dead bodies. Later in the game, the only two enemy types have become familiar to the player yet still prove effective in scaring and unnerving them: the knowledge that The Hunt is “only a game” cannot and will not save you.

The graphics are the characteristic Amon red-and-black sprites. While these are very good, much is reused from Au Sable, and the colour scheme is beginning to wear itself thin. The faux 3D of The Hunt is similar to Judith’s style in that all the action takes place in a three dimensional plane with two dimensional creatures living in it. It’s at once groan-inducing and horrifying to see these paper-thin monsters gambol about around blood-soaked remnants of humans in a dance of death. The device used to show the main character’s health is quite ingenious: the static covering the screen becomes more and more dense as greater amounts of damage are taken. Although as it is, the art is nowhere near perfection, different graphics would seriously alter the game and remove one of its most important elements.

The atmospheric glitch-industrial music playing in the background is fantastic. Amon26’s sound design and compositional abilities are easily his greatest artistic asset, and The Hunt showcases this to amazing effect. The voices of the last act are the primary vehicle to draw the player’s fear out until the end, and they succeed extremely well. None of it’s the sort of thing that can be properly listened to outside of the game, but as a part of a holistic experience, it’s essential.

In summation: The Hunt is brilliant, although flawed. A plethora of bleeding corpses and winged demons await you. Go forth and do battle.

You can download The Hunt here. You can also get a compilation CD with AOOFAD, Au Sable, and a few extras from Amon’s Lulu page. If you’d like weird t-shirts or plastic models of the characters from these games, those are here and here, respectively. Continue reading

An innovative casual puzzle game for the whole family.In this game you are an inventor who tries to please people’s needs by making inventions, buying invention parts in the market, and making sure you are not making people hate eachother.Try it for free.