Develop - Who killed the video game star?
The caricature that is Duke Nukem will therefore live longer in the
memory than Faith from Mirror’s Edge or Call of Duty’s Soap MacTavish. Or
think of Naughty Dog’s output – from Sonic-rivalling Crash Bandicoot,
through Jak and Daxter to Nathan Drake of Uncharted. The latter is richer in
narrative than the previous titles or most other games for that matter, but
could you honestly describe the hero? GTA IV’s Nico Bellic is the exception
that proves the rule, personality wise, and the odd player character still
manages to combine pseudo-realism with some physical uniqueness – Gears of
War’s Marcus Fenix is nothing if not a bland cliché, yet physically he can
be recognised from a silhouette.
Trembling Hand- Why Does it Need to be Massive?
Consider a game with a 'massive' lobby where you do your shopping, train
up your character and find your team - or even survey the strategic map.
Then you launch in to a 'tiny' instanced encounter that caters to your
current fancy. It could be a PvE mission, a PvP battlefield or an RvR
engagement etc. Such a game wouldn't be lumbered with the hosting burdens of
a 'massive' game, and it could better tailor content - and difficulty - to
the teams as they enter the world. It could even include more randomised
content, so you don't get situations where you know precisely where the
mission objective is or the spawn points are. Kind of like Left4Dead.
Furthermore, it could more easily cater for the large proportion of solo
players by scaling to their needs. I call it an MTMO (Massively Tiny
GameTopius - An “Odyssey” Game.
In short, science fiction bends and stretches reality, yet its core
presence in video-games is nearly infinitesimal. I find that extremely
interesting, considering what videogames represent to the subculture at
large. Plenty of scientists gave rise to and contributed immensely to what
we now (rather dismissively) categorize as science fiction, be it literature
or movies. With the amount of work that’s put into making videogames these
days, I’d be more pressed to say that it’s a games development process
that's escapism (I still categorize my time with any title as