Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

30 November 2012

The First Rule of Criticism

As a denizen of forums such as Sonic Retro, I am no stranger to seeing amateur (though often extremely talented) game designers, artists, musicians, and storytellers post a work-in-progress - with or without an explicit request for critique - which is then quickly followed by wildly varying and often contradictory feedback.

One such example is the Sonic Fan Remix project, which garnered comments that ranged from 'OMG! So much better than Sonic 4!' to 'Ugh, Sonic 4 is better than this.' You'd be hard pressed to find a broader spectrum, considering that the project managed to straddle the yawning chasm that divides the extremes of opinion on Sonic 4.

So what is one to do? Surely one cannot please everyone, not amidst calls of 'keep everything but X' and 'I like X but nothing else'. Short of mass brainwashing, getting everyone to agree is an insoluable problem.

It is tempting, then, to develop the attitude that it's all so much blather, don mirrorshades, and ignore criticism. However this isn't altogether helpful, because it is not uncommon for some criticism to be very useful. Clearly, one must heed some of it and discard the rest, and this is the standard practice.

But how does one determine the utile from the futile? Most creators have long since developed an intuition about criticism, and feel their way through feedback, managing just fine. But - as with most intuitions - when the brain is feeling stubborn that day and fails to provide a ready-cooked response like 'This guy's complaint is bullshit!', one can be set adrift with no clear path to resolving the anxiety a particular criticism has set abubble.

When intuitions fail us, rules - rote systems, invulnerable to the pitchings of mood - come to the rescue. And I have a rule, a deceptively simple one, but one which has proved its worth to me many times. I call it 'The First Rule of Criticism.' It has come in particularly useful to me, because my core personality is a volatile and unfortunate mix of extremely egotistical ('Holy crap, I just came up with the best thing ever! I rule!') and extremely empathetic ('I can see exactly why they hate this, even though I love it... what should I do?').

The rule is this: 'Only take criticism that you agree with.' It seems simple - obvious even - and that's probably because it's been intuition all along. But once it's a rule, you can rely on it to pull you out of nuanced situations that intuition fails to navigate.

But why should this rule be? What makes you the ultimate arbiter of right and wrong? Isn't the very nature of criticism someone disagreeing with you?

Well, no. It's not. And here's why: There's no objective truth when it comes to art. You can dig and dig, and you will never find one. Like, never. I meant it; you can put the shovel away.

And this isn't just some metaphysical relativistic mumbo jumbo philosophy that I'm asserting because I believe in it really hard, because I want everyone to be equal and happy. No, it's a physical reality.

Leaving aside that no one can even seem to define what art is for a moment (which is a whole other discussion) let's consider art to be 'a form of communication for which the primary purpose is the elicitation of emotions'. (You can contrast this with education, propaganda, and the many other forms of communication and find that it's a pretty solid definition.) And the reality is that different individuals have different emotional responses from the same stimulus. It's a fact about our brains; beyond our shared humanity and the mutable, transient whorls of culture, we have almost nothing in common. I'm the only member of my family that likes Jazz music, for example... and surely some of you have friends who either love Dubstep or are driven by it to grievously harm themselves or others.

So why make art if the demons that drive you are potentially shadows and smoke to everyone else? Well, the first reason that comes to mind is that - for most artists - they have to. It's not up for discussion. But for me the best reason is that art is both the best way to explore and understand one's own psyche and passions, and to connect with those who have been shaped in such a way as that they are resonant with yours. Art is, after all, a form of communication, and without it you may never discover those who truly understand you.

This is perhaps why there are "fandoms", communities that form around pieces of art and entertainment, with fiercely guarded borders. They are no mere casual alliance - they are a deep identity.

Ergo the rule: 'Only take criticism that you agree with.' Art is not about reaching the most people, it's about reaching the right people - and the first and most important person that fits that definition is you.

So I will leave you with a finer point on the rule, to help put it into practice: When you are confronted with a criticism, e.g. 'I hate the way your character is dressed', the natural response is to view it as a problem to be solved. How do I make this problem go away? (for me, this is almost pathological - as a programmer, I see every bad thing as a bug to be squashed). But that, to reiterate, is a poor response - it will only generate anxiety as you come against an insuperable wall with the lyrics of Rick Nelson's 'Garden Party' grafittied on it. The correct response is to ask yourself, 'has this criticism identified an actual problem that I have with my art, and has it given me any helpful insight for resolving it?'

If the answer is no, then it's time for the mirrorshades.

31 March 2012

Developer Spotlight: Rieko Kodama

Wow, it's been a long time since I last did one of these Developer Spotlight posts. Actually, it seems I've only ever done one. How embarrassing.

Anyway, this time our spotlight is on Rieko Kodama, who's played an integral part in both of my favourite game series, Sonic the Hedgehog and Phantasy Star.

I'm also compelled to spotlight Kodama because of the recent G4TV.com article, "The Unsung Female Game Designers of Japan", which includes her but misspells her name as "Reiko", as well as getting some information wrong - or at least misleading.

Like before, I won't give an overview of their career, since others have done that already (and better than I could do). Instead I will celebrate my favourite examples of their work.

Phantasy Star

She's responsible for the "Total Design" (as the game credits put it) of Phantasy Star I. This includes the design of the world and most of the characters (but not the enemies), as well as the 2D art and battle backgrounds.


screenshots from The Phantasy Star Pages

At a time when most console RPGs were your standard medieval fare, she crafted a Star Wars-esque universe with robots, space travel, and cool, credible characters.

Alis and Lutz have 90% percent of all subsequent RPG heroes beat by miles. And in today's era of overdesigned characters with a billion zippers and chickens in their hair, designers could learn alot from Kodama's strong, economical designs.

(Tyron and Myau, however, are not her designs. Tyron was actually concieved by Naoto Ohshima, the designer of Sonic.)

And, contrary to the G4TV article mentioned above, she did not write the game; that job was Kotaro Hayashida's, who Kodama also collaborated with on Alex Kidd.

She would go on to contribute to Phantasy Star II, and - as the director of Phantasy Star IV - revitalise the series after a weak third instalment and create the best 16-bit RPG in history.

FUCK YEAH. I can't even watch that without getting chills.

Sonic the Hedgehog

Not content to help shape Phantasy Star and Alex Kidd, Kodama also contributed to Sega's next hit series, Sonic the Hedgehog. She was a zone artist for the first two games, making her responsible for some of the most iconic levels in video game history.


sadly, I'm having to guess at which levels are hers from the style, since very little is known about the games' artists' work.

From a brief interview in the January 2007 issue of Nintendo Power:

Rieko Kodama

It was still hard to display polygons back then, but the graphics in Sonic the Hedgehog were designed incorporating polygonal styles.

I drew the whole field using CG-like images. We intentionally created the designs as if they were illustrated artificially with CG tools. To tell you the truth, we drew them bit-by-bit because the software for computer graphics had not been developed much at the time. [Laughs]

So, she had a hand in created both my favourite video game worlds. But that still wasn't enough!

Skies of Arcadia

As the producer of Skies of Arcadia, Kodama is not only responsible for the best 16-bit RPG ever, but also one of the greatest 3D "modern" RPGs as well.

In a genre where most characters are emo, reluctant, and boring, the exuberance of the cast in Skies is a sheer joy. And I've never played a game that was a better "power trip" - I mean, what other game lets you discover that the world is round? A truly awesome experience and an exemplar of what a game should be.

Interviews

Here are some of the best Rieko Kodama interviews and my favourite insights from them.

Video Fenky
Rieko Kodama

Well, for the ending sequence, I absolutely wanted to include a picture of Alisa and the four-member party, but by that time we had pretty much used up our four megs, so there was no space to put a picture in anywhere. But then, however, Naka squeezed the program code down a little and went up to me and said "I freed up a little space, so get me some art to fill it with," so...

Really, it was a tiny amount of memory, but I wanted to repay him for cleaning up the code, so I stuck in this picture.

G Wie Gorilla
Rieko Kodama

Throughout the Phantasy Star series, I have included a story of “fellows” with the same purpose, uniting their strength to fight and survive regardless of their sex, whether they are humanoid type or not, whether they are from the earth or from the other space. So, I feel that Phantasy Star should be a world where everyone can bring out their best.

The Next Level
Rieko Kodama

I also enjoy reading fantasy books, like The Lord of the Rings. I like the movies, too. I have a particular fondness for Western style-fantasy.

Rieko Kodama links:

Sega Retro
Sega-16
Wikipedia


I know it seems like a minor thing to nitpick - but if supposed gaming enthusiasts can't get these things correct, when all it takes is a quick check at Wikipedia, what are we supposed to think? It's a pet peeve of mine - I've seen relatively high profile gaming media make mistakes this bad and worse all the time: claiming that Koji Kondo did the music for Sonic 1 (he's actually the composer for Mario and Zelda); mistaking Shun Nakamura for Masato Nakamura; G4TV calling Yuji Naka "Yugi" Naka on live television... But what can we expect when Sonic 3's own manual calls him "Yuju" Naka? I can understand CNN or the WSJ doing this, but gamers should know better.