Prince of Persia Producer Dismayed by Lack of 'Pats on the Back,' Wonders If Gamers Want Innovation
by Chris Faylor, Dec 23, 2008 2:42pm PSTA lack of appreciation for the numerous "risks" developer Ubisoft Montreal took with the recently released Prince of Persia (PC, PS3, 360) has left producer Ben Mattes wondering if gamers really want innovation, or if the studio fell short of its lofty goals.
"We set out to keep a few core fundamentals but to re-imagine everything else, discarding some very well entrenched ideas not only about the brand but also about video games in general," Mattes explained to IGN.
"What surprises me is how little these high level risks seem to be noticed and appreciated as attempts to shake up the industry and push things forward," he noted. "Perhaps I'm an idealist, but I think I was expecting a few more virtual pats-on-the-back for our attempts to do something new."
Prince of Persia was praised by critics for its distinctive graphics and dialog system, which lets gamers control when characters talk and for how long, but chastised for a lack of difficulty, as the open-world platformer does not allow players to die.
The title also removed the ability to rewind time--a staple of the three previous PoP games--and streamlined the series' traditional control scheme to be more simple.
"Whether this means we didn't totally succeed in our risk taking or whether our industry in fact has a stronger appetite for the familiar then it wants to admit remains to be seen," Mattes continued.
He also criticized the belief that immortality within the game prevents it from being enjoyable, and offered details on the forthcoming downloadable content.
Mattes acknowledged that the team worked "very hard to remove frustration from this game" to make it more accessible and admitted that the game "could have done a better job" in providing a challenge, but asked hardcore players to "please consider the pleasure you'll get from an engaging experience that can actually be finished."
As for the fabled downloadable content "of significant value", the upcoming release will offer up a new area, new enemies, a new power, and new fight moves.
"This is not at all a chunk of the game that was supposed to ship but that we didn't finish in time--this is a significant DLC team that has taken all of the lessons they learned during the development of PoP and all of the feedback we've read on boards and in reviews and are creating something really special," said Mattes.
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Comments
Take the moves of Prince of Persia: Sands of Time trilogy, simplify them to four timed button presses.
Take Assassin's Creed's engine and simplify it heavily with a focus on shiny glowing lights.
Take the themes and atmosphere of Shadow of the Colossus and americanise them, then remove all compelling mystery, depth or plot ambiguity with a fine sieve.
Serve as a barely interactive movie with the freedom to progress in whatever order you please, with the caveat that it doesn't in any way -matter- which order you complete your tasks in.. And make it short and repetitive.
I enjoyed playing, for the most part - it was relaxed, simplistic and laid back, pleasant to play in company without commitment or thought - A true 'casual game'.
But what the hell risks did they take? It's a standard third person exploration with no challenge and a lot of old mechanics rehashed and simplified until a three year old could effectively play and complete the game.
.. Whiners.
Merry Christmas =D
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Inability to die. This is actually good. Not so much as far as difficulty goes but for the same reason the rewind mechanic worked so well in the original, and the narrative mechanic worked. It eliminated the hit to suspension of disbelief that the typical die/load cycle causes. That's a very good thing. I would argue that the Sands of Time mechanic actually does a better job of it than the one in the new game, and even that Assasin's Creed's silly sci-fi-esque plot thing does a better job of it, so there's no real innovation to be lauded here.
Graphics. I pretty much hate the visual style and play the game despite it. The heavy outlines and flat-ish appearance produce what, to my eye, is actually a weird aliasing/shimmering/distortion effect that is very unappealing. I much preferred the Sands of Time trilogy's visual style, or Assasin's Creed's.
Platforming. This is pretty much my biggest gripe with the game. I don't like the crumb trail mechanic at all. I really enjoyed Sands' platforming-as-requirement for navigating a crumbling, fantastic castle mechanic. I don't much enjoy trying to figure out how to get somewhere to reuse an area to get the last breadcrumb. I hate missing things in games and this ups the frustration and irritation factor immensely.
Combat system. I think the combat mechanics are ok, but as near as I can tell it is very easy to get by with button mashing. Frequently I will do a combo that is out of the tutorial and it'll have different results than I am expecting. I would have a preferred a much more precise, unforgiving combat system to the one they have.
Conversation system. This is a big step backwards from Sands of Time. Where previously, much of the conversation was in the form of a funny monologue or automated dialogue that just kind of happened as the game went along, the new system requires you to stop and mash a button to hear it. I'd rather it just played in the background without requiring me to do anything. As such, the new system actually has the exact opposite effect they wore hoping in that it is much more intrusive to the gameplay experience. I probably shouldn't complain that much because the voice acting and writing in the new one is notably less charming than Sands of Time and I really don't care about it nearly as much as I did in Sands of Time. Although that's more a condemnation of the quality of the dialogue than anything.
It's not a bad game, but it is nowhere near the breath of fresh air that the original Sands of Time was and seems to go backwards in a number of ways. I don't mind taking risks but it appears they failed to understand exactly why things which were good about the previous titles were good and explored some ideas which, on playing, are obvious steps backwards.
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You made the game too easy, you DIDN'T REMOVE THE COMBAT (why don't they get this?), you added in fucking dialog (which I know of no one that wanted that), and you removed the rewind mechanic, and did some weird cel shading thing that went out of style a few years back. Congratu-fucking-lations!
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The average gamer is an idiot that just wants another Call of Duty or generic fantasy grindfest or what have you fed to them every year. Look at all the people raging over the unmistakably gorgeous art in this game. They'd rather have everything be like Gears of War, gunmetal gray and rust brown. People tell me that series has good graphics and gameplay, but I simply can't understand them. That said, Gears of War is widely loved because it's so "safe", it's familiar and doesn't challenge ANY perceptions of the status quo.
I mean for God's sake people, you whine about games and their death/save systems, wanting every challenge to be served to you on a silver platter, and then when a game finally finds an elegant solution which honestly doesn't change the difficulty at all on its own, you whine even more.
It doesn't help people see the past through rose coloured glasses either. I got too bored to finish Sands of Time because of the fact it was so easy, and yet people seem to deliberately change their memories of it just to suit their current argument. You all need to get over yourselves.
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But I don't think it's high on innovation. they seemed to target a much more casual audience, you can't die, you get a glowing orb that tells you were to go etc.. I don't think there is anything wrong with this
As for gamers wanting innovation? Call of Duty World at War is a pretty clear example that we don't. We want sequels, we want the same mechanics, we want better graphics, more maps, gimmicky weapons and items. I think it partly comes back to gamers taking risks when buying a game from a new franchise, with a sequel you can be fairly sure on gameplay and quality
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- The art direction is my favourite part of the game, the scenery really is quite breath taking if you just stand and look around, reminds me of Myst a lot.
- "Not being able to die" is actually false in a sense, if you think about it, there is no game where you "die". The only thing that happens in games is you get punished for making a mistake. Prince of Persia does that, if you make a mistake you have to re-do that part of the sequence again.
So Prince of Persia does in fact have "dying", but while other games use a quick-save /quick-load feature to make players manually go back to the events prior to their death, Prince of Persia does this automatically, which makes the game a lot more enjoyable.
- Combat quicktime events can burn in hell, but it's not a big deal, otherwise the combat is very fluid and when it feels great when you can pull off a long combo.
- AI is also quite clever, you'll never be able to do the exact same thing again and again, they will change their tactics, or go into a defensive position more. This makes fights always have just the right amount of challenge.
- Did I mention how pretty the game is? It's pretty, really pretty.
- Having to go back and collect shiny orbs actually rarely feels like "going back" because the landscape looks so different. But you're still collecting shiny orbs, which is a very cheap way to extend the game. Even so, if you enjoy running around on walls at full speed, collecting the stupid little things while admiring the world around you isn't a terrible experience. And most of the time they are in your path anyway, so collecting most of them is pretty easy.
- Unlike the other PoP games, the environments seem a bit too gameplay-forced, as in: they were made for jumping around, you won't play this for realistic architecture, the characters themselves joke about this.
- Which brings me to the interaction between the Prince and Elika, I was annoyed at the start by some of the dialogue, but as the game progresses they become quite funny and interesting, the voice acting is great too.
There are a few little innovating things in the game, overall I wouldn't call it innovative, but if you want a pat on the back for making a very solid and enjoyable game, well, I think I did that when I bought it.
What I will pat you on the back for is the lack of DRM, and I mean any kind of DRM, there isn't even a disk check. I bought the game, I installed the game and I'm now free to play it without any DRM related issues. I hope you continue along this path: *pat on the back*, attaboy.
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I'll buy a Wii if I want the most simplistic, dumbed down form of gaming on the planet.
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However, most people have a different definition.
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-Movement is less fluid
-One on one battles only
-Not linear enough to feel like you're progressing
-Very boring/repetitive, more so than other PoP's
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Taking risks means not having the player fight one enemy at a time, that just requires you to make fighting one enemy interesting and challenging, which is what a boss is, and what beatemup games have been doing for a long time. That is also not a new place to draw inspiration from for POP as this series has tried to meld beatemups and platforming for a while now, and with only variable success. Warrior Within was no Ninja Gaiden when it came to combat. Not even close.
PoP's combat is intelligent, I like it a lot. But it's not really something new.
Now what would be innovative if that is not? I dunno, Mirror's Edge would be innovative if it truly was a platformer in first person and they said "okay, your character can't hold a gun at all" - completely changing the meaning of an enemy not as an obstacle you go through, but one you overcome with interesting moves. They were probably gonna do this in the first place, but then someone must have insisted that no one would want to play a first person game without having to shoot something, so you get closed rooms with five guys all blowing holes at you at once.
On the other hand Portal doesn't have that problem. Portal has the same objective as Mirror's Edge - interacting with an environment in a distinctly non combat way. Portal's a puzzle game and not really a platformer as Mirror's Edge, so the mechanics are not the same, but the objective is. And the reason Portal succeeded in theirs is because they committed to it without reservations.
PoP is not a game without reservations.
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sad thing is they could probably easily fix it with a patch. change the number of elika rescues to 3 and then death, or something along those lines.
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I enjoyed the puzzles, as few as there were. They weren't to tough and required you to think just a little which I like in platform games.
The save system was a bit messed up, when i fought against the Concubine I saved during Mid-Battle which caused a bug in the game. Basically I loaded the game and the concubine vanished which meant I couldn't progess and had to reload from previous save.
Story for me was awesome, I never played Ico or SoTC. The ending was really well fleshed out and just what the game needed after all the dialogue you hear in the game.
All in all i'd give it an 8 or 9 out of 10. I'd easily reccomend it to anyone with an interest in platforming or in nice fantasy settings with a good dose of decent story telling.
ah yes the considerable risk of creating a franchise, linear platformer. can someone please blow the entire dev team before we miss out on such groundbreaking, trial blazing game design?!
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..while we're back then, take a look at out of this world too for ambience.
now take a look at mirrors edge and what it does well and what makes it fresh for something "next gen"
combine it and focus on all the small personal details that you would experience in the world, and communicate all that to the player as best you can. make interacting with the game feel good, make the game always have possibility of an adrenaline rush, with so many different routes and ways to save the princess, but with moment to moment (or encounter to encounter) challenges on a small, direct to the player scale.
i guess it is just personal opinion, but i'd much rather see games that scale back in size or at least simplify themselves to a few strong concepts rather than a bunch of things forced into a linear stretch and use technology and next gen aspects to just make the experience richer and evolve everything in the game around the player or players.. L4D would be a good example of that in some ways but not all.
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Dude.... your patted on the back if your game dazzles and amazes your audience. It is completely regardless of the risks you take. You could program this while your shirt was on fire, and want a pat on the back... but you don't get any if the game isn't good.
Were glad you did it in in a new and innovative way. Some of it worked... some of it didn't.
We don't have to appreciate your risks unless they make it more fun for us, and we like what came out of those risks.
The risk is yours to shoulder. If they pay off, great. If not, tough shit. In your case... they were kind of neutral.
Learn from it.
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Ultimately, he is right. You can either make consumable games meant to appeal to the widest possible audience (and inevitably end up very mediocre by definition) or you can cater to a smaller crowd within that and succeed there. There will always be a sect of artsy games, just like there is in music and movies. The games that do succeed within this crowd (fairly hardcore gamers) are the ones that innovate and take the concept and run with it, but not sacrificing the other parts of the game for it. It still has to be fun (Mirror's Edge's failing for a lot of people), have good production values (sprites and MIDI won't cut it anymore), and have what is perceived as a fair difficulty.
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The new Prince of Persia is monotonous. It's basically a series of quick-time events, most of which are at such regular intervals you might as well be playing Guitar Hero on easy. All the new moves are just different versions of jump pads, and the fights take forever even if you never miss. The comic book style involves a nice edge detection filter I haven't seen before, but in the end I think the lack of definition in the background (as opposed to the characters) makes all the detail blend together. The dialogue is boring as hell (please stop using American accents!), and I could really care less about the story. The ability not to voluntarily talk to Elika is better than being forced to hear useless dialogue, but that's hardly deserving of congratulation. I'm about half-way through the game because I was hoping it would get more interesting, but I probably won't touch it again.
Beautiful game, I will be going back to play it again. I rarely every go back to a game.
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