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Untapped Potential: Talk dirty to us, mister developer-man photo

[It's time for another Monthly Musing -- the monthly community blog theme that provides readers with a chance to get their articles and discussions printed on the frontpage. -- CTZ]

It's a sad truth of the gaming world that the our learning about a game tends to end on shipping day. Before then, we are practically drowned in the deluge of previews, screenshots, demos, trailers, quick looks, hands-on and hands-off observations, open and closed betas, cheesy marketing-directed developer diaries, and "exclusive" early reviews.

But after "Day One"? Silence. Further coverage is left to the musings, retrospectives, forums, post-mortem features and late "due diligence" (a.k.a. They-Didn't-Give-Us-A-Review-Copy-So-We-Had-To-Go-Buy-One) evaluations. The endlessly shifting focus on the Next Big Thing robs the gaming public of opportunities to learn just a little more about they love to play. Developers in turn lose the chance to help their most receptive, willing audience truly understand these things that took months or years of blood, sweat and toil to materialize.

And while a game should be able to explain itself through play, a typical gamer is unlikely to share the same perspective as a developer. As such, the reasoning behind any one design decision isn't always clear. It's all the more important then, that every opportunity to educate the audience must be exploited, lest the question "what the hell were those goddamn devs THINKING when they made this stupid f'in thing?!" be left unanswered. Previews and pre-release hype can only do so much. What's really needed is after-the-fact education, the clarity of retrospective, for players to come closer to getting the message devs hoped to send. Those opportunities are the ones that lie untaken. Devs everywhere have tried and tried, with easter egg "developer rooms" hidden in old JRPGs, marketing-infused "behind-the-scenes" footage, and art galleries, but few actually get even the most enthusiastic fans to listen. Why bother watching all these boring movies when we could -- of course -- be playing the damn games?! Games should be played, movies watched, and we don't play games to watch movies. Even the longest, most Xenosaga-esque cutscenes at least happen in-game.


Do you see now where I'm going with this, developers? The best way to get players to know what you went through is to get them to play what you toiled over while you tell them what you went through to bring them that experience. Doing that, you can point out the tiny details that they'd otherwise ignore, virtually asking them "See what I did there? Innit awesome? For players, they gain a deeper understanding of the games they love and greater awareness of the developers who made them. They see just how much thought, love, and care goes into every decision made, the kinds of technical leaps needed to make a game just right. They get it, finally. They'll know why those sidewalks were so narrow.

As seems to be the case in so many other things, Valve has helped pave the way into this unexplored space. Activating "commentary mode" in Valve's various Orange Box titles (and Left 4 Dead) lets players play a level of the game as always, except with "commentary nodes" littered about the geography. Using nodes plays a short audio clip of a designer explaining a given decision or process in the game. That might not sound like much, but when you think about it, it's pure genius, allowing gamers to see a game the way the developers hoped you'd see it, rather than through a personal lens occasionally blurred by cynicism, prior experience, and occasional fanboyism.

Nodes fill various purposes. Some give you a glimpse of things you'd never be able to find out on your own, such as having the delightful Ellen McLain tell players about how she went about voicing GLaDOS, one of the most compelling, memorable characters ever designed:


Others, such as those in Half-Life 2: Episode One, show you things you might have otherwise missed in the chaos of play:


Still others answer the big "what the hell were we thinking" question:


Letting players see just how hard you worked to make your game can get them to see supposedly "overrated" material in a new (and positive) light. Maybe someday those contrarians might realize why you deserve the praise you're getting, and that those high scores were hard-won. A wise man once said that "knowing is half the battle," and getting players to know about what you did gets you one step further to getting them to appreciate it, and perhaps even love you for it.


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16 comments | showing # 1 to 16

pedrovay2003's Avatar - Comment posted on 06/18/2009 13:31
pedrovay2003
I've never played a single game with the commentary on, but I kind of want to now... I never thought of doing it, actually.
Josh Tolentino's Avatar - Comment posted on 06/18/2009 13:46
Josh Tolentino
@Pedrovay2003

DO IT. According to Valve, only 15% of people who bought the Orange Box actually turned commentary on. That's f'in sad. They should try turning it into a Steam Achievement or something. Then at least the score/trophy-obsessed idiots would give it a shot.
SadCheese's Avatar - Comment posted on 06/18/2009 14:00
SadCheese
I like that Valve is willing to throw commentary in their games without making you buy the limited pre-order special edition with Flair. Also, their commentary has substance rather than others such as Stubbs the Zombie. After completing the game Wideload put little Hippo heads in secret places to find, but finding them rewarded you with a moronic commentary about how they tried to make the hay bales in the farm level look right, or tell you the farmer has ex's on two stars on the flag cause he doesn't count Hawaii or Alaska.
Monodi's Avatar - Comment posted on 06/18/2009 14:04
Monodi
I would like to play commentqaries but obviously on a second playthough or something like that. In DVDs I am tempted to check out the commentaries of the creators but only if it's a movie I really got dragged in, like in a Pixar movie.

Great stuff
phantomile's Avatar - Comment posted on 06/18/2009 14:07
phantomile
Not entirely related to your post (which was good by the way), but I LOVE those G.I. Joe PSAs.
BulletMagnet's Avatar - Comment posted on 06/18/2009 14:11
BulletMagnet
"Commentary tracks" are a neat feature for those of us interested in the creative process, but as the stats you've cited suggest, most people who play games could care less (in much the same manner as applies to the art galleries and such, it'd seem), so it's not likely that we'll see much of them. I don't think it's the means that the developers use to get their thoughts across that's the problem, but simply that most of the gaming public doesn't bother to think about what went into what they're playing to begin with, and that's a problem that developers are, unfortunately, all but powerless to address in a meaningful way.
Elsa's Avatar - Comment posted on 06/18/2009 14:34
Elsa
I do agree that education and knowledge can change your perspective of a game, but in all honesty, I think the best approach taken by devs is simply communication with their fans. Incognito (Warhawk) and Insomniac (Resistance/Ratchet and Clank) both have excellent communication through their official forums with their fanbase. If someone is wondering why in hell the Incog devs didn't let us combine the dropship and the jetpacks (which would have been awesome!), then Dylan Jobe was around on the forums to provide an answer.

I don't think most people care why or why not devs did something with a game - it's either a good game to play or not. For the very few, I do think that Valve's inclusion of a commentary is interesting, but like pedrovay, I didn't bother because I just want to play the game. I think that most people fall into that camp. True dialogue with developers (as opposed to things like commentary) can have much more of an impact.

Good blog!
Zippyduda's Avatar - Comment posted on 06/18/2009 14:43
Zippyduda
I really want to read this post but I haven't played Portal yet or HL2 properly so I don't want to ruin it for myself :(

I'm sure it was very good anyway.
HiddenAHB's Avatar - Comment posted on 06/18/2009 15:28
HiddenAHB
I need to buy the Orange Box now, i'm ashamed that i have a 360 and don't own the OB.
And then hear the comments.
walkyourpath's Avatar - Comment posted on 06/18/2009 15:47
walkyourpath
Thanks for not making this blog be about Gabe Newell whisperering sweet nothings in your ear.

Seriously though, while some people don't want to see how the burger is made, I too find myself curious about the thought process that went into the nuts and bolts of making games. I did play Portal with the dev commentary and enjoyed it. There would have to be a better way of communicating this info for longer games.

Example -- While YOU (and maybe me) might do an 80 hour playthrough of P4 at some point just to get that info, we'd probably be the only 2.
Technophile's Avatar - Comment posted on 06/18/2009 19:47
Technophile
I always listen to the Valve commentary. Especially for stuff on level design in L4D or TF2. It is a shame that more developers don't use them. God of War 1 and 2 had some pretty neat behind the scenes stuff as well.
Wedge's Avatar - Comment posted on 06/18/2009 20:00
Wedge
I remember they had videos explaining every level in Sly Cooper, however I think they required you to beat the levels on a time trial run to unlock them.
Los255's Avatar - Comment posted on 06/18/2009 20:42
Los255
Ratchet and Clank has done this since day 1, and I definitely appreciate the thoughts on how the weapons are made and where the humor comes from, and the subtle things throughout the game.
Black Nexus's Avatar - Comment posted on 06/18/2009 21:49
Black Nexus
Then at least the score/trophy-obsessed idiots would give it a shot.

bite me.

(good read)
PwnanObrien's Avatar - Comment posted on 06/19/2009 00:32
PwnanObrien
@SadCheese

I actually really liked the commentary in Stubbs, it was sort of like listening to the cast commentary on something like Futurama or Family Guy whereas Valve's commentary nodes tend to be more like the fascinating bits of the director or technical crew's commentary.
Dexter345's Avatar - Comment posted on 06/19/2009 04:45
Dexter345
Nice.
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