Comic-Con 2K8: Will Wright loves me

Posted by Gary Hodges at 11:43 PM Jul 24, 2008

Fine you cowards, I’ll be the bad guy and say what no one else has the balls to:

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Honey, no. Just no.

Okay, now that that’s out of the way…

Day one of the Con is behind me, and my feet are nearly destroyed. All day was spent either walking or standing in line, with only a few points where I got to sit down. But it’s been a blast, and I’m still struck by what a large presence gaming has at the show this year. For example, you can’t go anywhere on the floor without seeing people carrying the Little Big Planet tote bags Sony is apparently handing out – everywhere I look, a canvas ragdoll is staring back at me. At Comic-Con. Weird.

Speaking of Little Big Planet: I decided today to actually attempt to give a damn about Little Big Planet, or at least make an honest effort to see what the fuss is. The problem is that LBP is the latest game the gaming hype/PR/media machine has deemed One We Must All Care About, though I’m not really sure why. And frankly, games we’re told We Must Care About are almost always games we would’ve rightly ignored if not for their multimillion-dollar marketing budgets.

Maybe I’m just sick of Sony’s boy who cried wolf routine. Over the past few years, they’ve asked me to care about the PS3, Resistance: FOM, Heavenly Sword, Lair, Haze, and Metal Gear Solid 4… none of which lived up to the PR machine’s promises. And though Home isn’t out yet, I can already tell it’s not going to be even vaguely interesting to me.

But LBP seems different, at least in the way people talk about it. So when I get home, I’m going to reexamine all this LBP media and try to figure out if I actually need to pay attention to this game.

Will Wright

First on the to-do list today was to make sure I got a seat in Will Wright’s Spore presentation – so I was there bright and early, front row center, prime seating. In fact, Wright sat only three seats down from me as he waited to be introduced.

This was Wright’s first appearance at Comic-Con, but it was similar to talks he's given at past E3s. He speaks quickly, and presents material (typically, his influences and thoughts about game design) in an almost professorial way, albeit cleverly and humorously.

His “lecture” was sprawling in terms of topics: within an hour, he went from Kubrick’s 2001 to Gilligan’s Island (as a spiritual predecessor to Neil Gaiman’s Sandman) to a concise history of the Nazi’s V2 rocket program – somehow, somewhere, relating it all to his latest game, Spore.

Seeing Spore in its near-final state makes Wright’s wide-ranging speech seem almost mundane. The game is almost incomprehensibly complex, and yet – at least with Wright at the controls – somehow comprehensible anyway (much like his lecture). Skipping the creature creator entirely, Wright instead showed off Spore at a later stage: a planet covered in cities, the focus being to deal with rival cultures in whatever way you see fit. Wright explained a nearby culture was highly religious, so he sent an advertising robot to the rival nation “to attempt to convert them to materialism”. Wright also showed off various city management and trade windows, making this aspect of Spore to resemble, by his own description, SimCity and Civilization combined.

Later Wright took to the stars, building an interstellar craft through a system almost identical to Spore’s creature creator, all to procedurally generated music that’s unique to your game. Clearly, the essence of Spore is customization, and a unique, completely individualized experience at every step of the way.

As impressive as it all it, questions beg to be asked. Where is the balance of form versus function in these player-designed creations? Does any design have a chance to be successful in Spore? If the answer is no, then are there a comparatively limited number of functional, successful designs in Spore? But if the answer is "yes, every design can work in the game," then how does Spore manage to keep all the player customization from being purely cosmetic? I was ready to ask Wright about this “form vs. function problem” when he let the audience decide whether they’d like a Q&A session or a short talk about the Russian space program… and inexplicably, the crowd voted for the rocket talk.

Oh, and Will Wright was speaking only a few dozen feet from me. I didn’t even have to zoom my camera in for most my shots.

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But then, only 10 minutes in or so, something strange happened. Wright noticed me, and stared at me, lecturing precisely to me the entire remainder of the presentation.

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I admit, I could feel his genius. And his tenderness.

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Street Fighter IV

Regular readers know I think of myself as a pretty good Street Fighter player, and a pretty huge Street Fighter fan. So there was no way I was going to miss a chance to play SFIV, as well as attend a presentation by the game’s producer.

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There are ten SFIV arcade units at the show, and according to Ono, these are the final arcade builds, 100% complete. The units are up on a sort of boxing ring, with Capcom staff only letting a few up at a time, and then only allowing people about three minutes once they were on the platform. So you had to get to fighting, quick.
As you waited your turn, a staff member handed out red headbands with the game’s logo on them.

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I thanked him and began to pocket it.

“You’re not going to put it on?” he guffawed.

“Ummm… well… no?”

“Where’s your fighting spirit?” he challenged. I tied on my headband.

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Also note the official swag button.

All the arcade units were networked to each other, so you had a whole machine to yourself when fighting another player. Having never played SFIV before, I wanted to pick a character I knew inside and out so I could quickly perceive the little differences in the game: Ryu. Classic, pure, technical.

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The headband helped, my opponent was humiliated. The game applauded my efforts, giving me an A in offense. Time for one more match, I picked an old high school favorite, Blanka.

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Sloppier, but still a blowout. Still got it.

By comparison, the SFIV conference was a snoozer. Despite Ono’s enthusiasm and cheerfulness, the majority of the hour was spent merely replaying trailers most gamers have already seen, then announcing information about the game we’ve known for even longer (e.g., it’s more a sequel to SFII than III, 2D gameplay with 3D graphics, all the SFII cast returns, etc.). The only new news was a very strong hint that both Sheng Long and Cammy will appear in the home versions - not especially surprising.

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It was very routine, and a bit disappointing. I cringed with sympathetic embarrassment at one point when Ono asked the mostly silent crowd – through his interpreter – if we liked what we were hearing, and to clap if we did because the deafening quiet was making him nervous. The crowd mercifully applauded and cheered, but only as a show of appreciation and excitement for the game in general… not the warmed-over “news”.

Can’t write anymore, tired. One last thing: all five button sets were claimed, so that e-mail “contest” is over. But there are lots of buttons left, thus there’ll be lots of ways to get some in the future.

Tomorrow: Sam & Max, Konami, and maybe some boobies.
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Comments

Ben said:

Wait! More impressions of SF4 please!
What's your take on focus attacks? Did you play any of the new characters?

Gary said:

Still working on SFIV impressions, since I only had that rushed 3 minutes to play it. I'm going to brave the line again today to get some more data, and post something more substantial tonight or tomorrow. But my initial impressions so far:

Extremely similar to SSF2 Turbo, which I have mixed feelings about. I had never played the game before in my life, and was dominating with Ryu purely due to experience with SF2... how to feel about that? On one hand, it's great they've converted the core gameplay to a 3D game so well. On the other, it feels a bit familiar, once you get past the new look of it. There were no big gameplay surprises, and after playing SF2 for what... 15 years now?... it can feel a bit underwhelming. So then you just have a mere four new characters to make it feel new... I'm personally hoping they put more new ones in. Many more. Keep the original cast no matter what, but add more new faces.

On focus attacks: hard to get a real opinion after only two matches, but I did experiment with them. Weird. Not bad weird, or good weird, just very, very different from anything in any prior SF. They are easy to execute: hit the middle punch and kick at the same time and your fighter goes into a slow animation that is essentially unblockable, plus it negates any incoming attack. If it hits, your opponent is open for whatever counter you want to pull out.

In a way, it's similar to the parry system in SF3, but not nearly as powerful: get good with parrying in SF3, and you're unstoppable; get good with the focus attacks in SF4, and you're... well, tricky. But focus attacks are riskier, and seem easy to bait out of a sloppy opponent. Maybe my opinion will change the more I play, but right now I wouldn't mess with them, they don't seem essential like parrying was to SF3.

One last tidbit: Ono-san confirmed the characters won't have selectable super attacks (unlike Alpha 3 or SF3). Each character has a standard super and ultra attack, period.

That's all I can say right now. I'll play new characters today to give you some thoughts on them.


Jason said:

Top picture looks disturbingly like my friends gf... ewww I did not need to that in my head. Great friend, terrible tastes in girls.

Im glad SF4 seems to be turing out more like SF2. I really stopped playing after the original 2 and haven't paid attention to all the reradom versions that have been released since.

I wish Capcom released more information. From what I've read of other sites it seems as if most companies just shipped over their E3 booths to Comic Con. I was kind of surprised by this because I was expecting some companies to make a bigger showing at CC than at E3 because well, E3 has been pretty crappy the last few years.

I agree with apathy over LBP. I don't really see why people are getting so excited over this. But then again I don't see whats so special about Spore either since to me it seems like he kind of stole the premise from Seventh Cross Evolution for the Dreamcast and then added his standard Sims flair to it.

Ben said:

It's good to hear that it plays similar to SSF2 Turbo, as that was one of my favorites in the series, along with SFA3. I don't see that as a bad thing... I always thought that the new version was going to be a return of the old characters along with the new engine. Yeah, it might not be pushing the SF series forward, but there's nothing wrong with one of the classics being reimagined (as long as the classic was kick ass).

I don't quite get the focus attacks, because I've seen a couple of videos with Zangief where he goes to do a focused pile driver, gets hit with a fierce air kick towards the end of the animation and it stops the attack. Here's an example:
http://www.youtube.com/watch?v=x6hE8X0dySc

That's crappy that you can't select different supers. However, given the extended animations that they have when they hit, I can see why... It would take longer for their artists/modelers to come up with multiple animations. That blows though, because the strategic depth takes a hit.

All in all though, SF4 can't come home soon enough.

Gary said:

Ben - I should have explained it better: when doing a focus attack, you're invulnerable at the earliest part of the animation, not anytime after that. And furthermore, as I found out firsthand today by trying to abuse it, you only get one freebie (nulled) hit - so if a player interrupts with a combo, for example, you eat it. So what you're seeing in that YouTube is Zangief activating his focus attack from too far away, and the invulnerability window on it expiring by the time he's booted in the head.

And don't get me wrong: I'll have SF4 day one, and play it to death. My only complaint is that it's all so familiar, you're not going to be playing to see all the new stuff... because there isn't that much new stuff. You'll "just" be playing because it's so damn good.

Jason - I have a bit of Spore apathy too. On one hand I'm more or less stunned by the depth of the game, and the extent the experience is customizable by the player. On the other hand... where's the beef? But this is coming from someone who played the Sims for a couple days, recreating my apartment and so on, and then dropped it forever. It didn't feel like a game to me, it felt like Legos. We all talk about how great "sandbox" games are that let you do anything, but in truth even the most open of open-world games need some sense of purposeful gameplay, some calling on of the player to do something other than, for lack of a better term, gaming masturbation.

But with enough to do in Spore (something beyond the motive of self-expression), it could be incredible. So I'm hopeful.

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