Games I Would Remake

In light of the recent release of the Quest for Glory 2 Remake (omigod I still can’t believe it’s real), I wanted to do an “If I had a ton of money…I would make/remake these games” post. These are games that mean something to me — they have either touched my life in some way or I always thought they were overlooked by the gaming masses. Sometimes because of a glaring design flaw, sometimes because the technology just wasn’t there. Regardless, here’s the list (and it’s by no means final).

#1. Shenmue 1 thru 3 in one giant game.

Shenmue epitomized the Sega Dreamcast. Years ahead of its time, yet somehow not quite technically capable of doing what it set out to achieve. This epic game featured neat novelties such as being able to pick up and examine pretty much anything — even completely useless matchboxes. An intriguing story marred by awkward yet unintentionally funny dialog, this game is a good candidate for a new as yet unavailable virtual reality technology.  Imagine playing this game with full, modern graphics and a 3D headset!

#2. Syndicate

For a long time when I was in public school this was my favorite game for the Atari Jaguar. I loved the idea, the music, and the game-play.  I played Syndicate Wars and it was awesome, as well. I’d really like to see a sequel made with today’s graphics.

#3. Bonk’s Adventure

If game developers nowadays took almost any old-school platform game and converted it to 2.5D, it’d be a much more fun world for all of us. Bonk’s Adventure, in my opinion, would be near the top of the list of games to re-do in glorious 2.5D. In all honesty, I could see a remake of this game appearing on the Wii for today’s kids to play. Good stuff.

#4. Road Rash – 3DO/Saturn/PSX version

This game was hella fun in its day. It still is.  Where are games like this today?

#5. Transport Tycoon Deluxe / Locomotion

I know, I know. Locomotion is relatively new and it’s the spiritual successor to Transport Tycoon. But, what I’m envisioning is a huge graphical upgrade to the series along with networked play via the internet. Imagine a persistent MMO universe version of this game where players are continuing to build while you’re offline. A humongous world-size playfield: 30,000km with thousands of cities and villages. Perhaps that’s something for the creators of games like Second Life to think about. Instead of taking Transport Tycoon Deluxe and making it part of a persistent world, why don’t they make transportation a user-driven economy in large-scale persistent-world online social games? It’s more fun than chatting!

Game Development: 3D Modeling Made Easy

If I had tons of money…

I’d hire a crack team to develop software for videogame character modeling that is similar to the modeling system used in the upcoming game Spore.

The premise is simple: You open a program on your computer that is only based around modeling characters or animals. You create things like legs, arms, heads, torsos, and any other body accessories you wish using a simple, to-the-point editor. Really newb friendly. After painting your texture like spraypaint (or by importing from an image), the modeling program procedurally generates the animations and exports to an industry-standard, open-source model + animation format that every major 3D engine supports.

Of course, we’re miles and miles away from something this useful.

The current system for developing models using computers is absolutely horrendous. It’s not that I’m criticizing the functionality of any of the major modeling programs or teams. Far from it. Obviously those artists who spend the time, get an education in the field, and are uniquely talented can and do create some fantastic scenes for us all to view whether it be still shots, games, or video.

The problem is that the tools are too extensive for the needs of an indie videogame designer. If you don’t know how to model, texture wrap, rig, animate, export, and then import your models, or you don’t know anyone who does, or if you have no funds to pay for someone to model for you, then you’re simply not going to be able to make a 3D game and tell your story. In this case, your only solution is to go 2D with tools like  RPG Maker VX or Torque Game Builder, which are at the top of their class for 2D.

It’s disappointing because there are so many neat 3D games started by so many small teams these days and we’ve all got a large amount of free (or very low cost) 3D technology, but unless you’ve got a lot of time, a lot of money, or somehow a lifetime of game development knowledge, it’s very hard to produce an indie 3D game.

There are companies who are striving (and doing great work I might add) to give indies a chance by building just the tools I am blogging about (case in point: GarageGames), but there is still one area where complexity reigns supreme: modeling and animation.

Let’s look at the current setup.

First, as an aspiring modeler you’ve basically got two choices: a powerful yet completely unintuitive open-source solution (Blender), or software piracy to download and use an industry-standard but insanely expensive and closed solution (Lightwave, Maya, 3DS Max, et. al).

Then, after installing the software, the file formats that each program use are not entirely and completely interchangeable. It’s a bit like the different floppy disk formats of the 1980s. The files on each of the disks were the same but each had a special format, key, physical size difference, or other attribute that kept them almost entirely proprietary.

In between each of these programs is a completely unique interface. It’s not like the difference between Google Docs, Open Office, and Microsoft Word, of which you might spend a total of 30 seconds figuring out where everything is. No, these all feature user interfaces that contain so many powerful tools that they have their own scrollbar. We’re literally talking feature overload, here.

A few examples:

3D Studio Max - Keyframing on the bottom, something random on the right, and a bunch of tool icons on the top.

Lightwave - 2 Separate programs. Keyframes on the bottom, options on the left.

Blender - Unique UI that you can adjust yourself but takes some getting used to

Maya - A trillion toolbar options.

After you finally make your model and texture it, you have to rig it by placing bones and joints inside manually that will give your player the skeleton it needs in order to move. That sentence might take you weeks to finish if you’ve never done it before. With your skeleton in place you need to animate it by using a keyframer. As your skeleton moves, your model’s body will follow suit.

Hopefully and with any luck, the program you’re using will have an exporter that will export your model in the format your game engine can support. For Quake and Half Life that was Md2. For Torque, it’s DTS.

If by this point you’ve like me and you’re wondering why modeling a character for your 3D videogame can’t be simpler then at least I’m not alone! So, what’s the solution at this stage of the game? You tell me.

Crossover Games, PlayOnLinux, Wine, and Cedega

If I had a lot of money…

I’d buy PlayOnLinux and Cedega and Crossover Games (while maintaining a great working relationship with the good folks still at Crossover working on apps) and put together (with some hefty funds behind them) a crack team of DirectX hackers and previous Microsoft DirectX programmers to put together a fully-functional, working DirectX emulator for Mac and Linux. Then, port all those changes back into the Wine trunk while promoting an off-the-shelf Windows games player.

I truly believe that if games worked on Linux flawlessly there would be a greater adoption of Linux on desktops worldwide. I know locally it is a huge hurdle to jump. All of my friends are interested in Linux, two of them have the ISO sitting on their desktop. Why are they not making the switch? One: Games. The other: Sony Vegas. People want to use it but they want their games too!

Game development and publishing companies wouldn’t have to write games to be cross platform if the emulator worked perfectly. They would go on making Windows games while Linux continues to grow in installed user base.

Making games for Linux is not the answer, making Linux work for games is!