All posts tagged videogame

  • Backchannel story: ‘The Sleeper Autistic Hero Transforming Video Games: Symmetra and Overwatch’, July 2017

    A feature story for Backchannel. Excerpt below.

    The Sleeper Autistic Hero Transforming Video Games 

    With Symmetra, Overwatch is quietly taking on the stigma of autism – and for the fans, effort means everything.

    Backchannel story: 'The Sleeper Autistic Hero Transforming Video Games: Symmetra and Overwatch' by Andrew McMillen, July 2017

    For Samuel Hookham and his younger brother, Overwatch was an obsession that took root last spring. They played the fast-paced shooter video game almost every day, passing the PlayStation 4 controller back and forth across the couch in their family’s California home.

    Samuel was surprised to find himself selecting a female avatar. Overwatch offers two dozen characters of different genders and races, each with a richly drawn personality. But when Samuel played, he was almost always Symmetra, a slight but potent warrior. Her weapon of choice, a photon projector, locks onto enemies and swiftly depletes their energy. In the hands of a skilled player, she could be one of the most devious and deadly characters.

    As he played, Samuel began to notice that Symmetra’s behavior was sometimes strange. She often misunderstood social cues. When her teammate, Torbjörn, cracked a joke—“Hehe, there’s something on your dress!”—Symmetra would respond literally: “No, there isn’t.” She craved structure and got overwhelmed with too much stimulation. In the middle of tense battles, she would turn her back on the action in order to, say, rebuild defensive sentry turrets. In a voice clip, she told her teammates that she believed “the true enemy of humanity is disorder.”

    It was all a bit odd. But in Symmetra’s strangeness, Samuel saw himself. Near the end of 2016, he had been diagnosed with autism, and the label was helping him understand the ways his behavior was different. Like Symmetra, Samuel tended to take jokes literally and could get confused by social cues that others navigated with ease. Samuel began to wonder if his favorite Overwatch hero was autistic, too.

    So when his English teacher asked the class to write letters to public figures they admired, he saw an opening. While his peers sent dispatches to the Nintendo headquarters in Japan, In-N-Out Burger, and Prince William, Samuel wrote to Jeff Kaplan, Overwatch’s director and a well-known personality thanks to regular YouTube updates. It was a short note—just a dozen sentences— focused on the question that had been bugging him.

    “Dear Mr. Kaplan,” Samuel began, “My main question is about Symmetra. She’s my favorite character, hands down. I just wanted to clarify: Is Symmetra autistic? As an autistic person myself, I’d love to know.”

    He addressed the letter to Blizzard Entertainment’s offices in Irvine, California, expecting not to hear back. A month later, a letter arrived.

    “Dear Samuel,” wrote Kaplan, “I’m glad you asked about Symmetra. Symmetra is autistic. She is one of our most beloved heroes and we think she does a great job of representing just how awesome someone with autism can be.”

    With 30 million players, Overwatch is among the world’s most popular video games. Kids like Samuel spend hours immersed in games, even though the avatars they control rarely reflect themselves. Characters with disabilities, characters of different races, characters with different sexual orientations, characters with autism—all are rare in video games. That means that when kids are building their conceptions of what heroes look like, they are almost never people with autism.

    To read the full story, visit Backchannel at its new home on wired.com.

  • IGN Australia story: ‘This Vertigo-Inducing VR Game Will Scare The Crap Out Of You’, May 2017

    A feature story for IGN Australia that was published on May 28. Excerpt below.

    This Vertigo-Inducing VR Game Will Scare The Crap Out Of You

    Meet the Australian couple behind ‘Richie’s Plank Experience’, a hit indie VR title unlike any other.

    IGN Australia story: 'This Vertigo-Inducing VR Game Will Scare The Crap Out Of You' by Andrew McMillen, May 2017. Photo by Scott Patterson

    I hear a bright tone – ding! – and then the elevator doors open to reveal a vast cityscape stretching out before my eyes. Protruding in front of me is a wooden board, about three metres long and thirty centimetres wide – just thick enough to accommodate both of my feet, side-by-side. The task here is straightforward: just like the maritime method of execution, I’m meant to walk the plank.

    First, I must step up onto the board. I tentatively put my left foot forward, seeking the raised edge. I shift my weight and bring my right foot up to the timber. What’s most surprising is the immediate physical response that I encounter: my heart beats noticeably faster beneath my ribcage, and I begin sweating. My brain has suddenly thrown my balance into question, because never before in my regular life have I found it so hard to put one foot in front of the other.

    Heights have been problematic for me in the past: when I moved into a seventh-floor apartment in 2015, it took weeks for me to be able to stand by the edge of the balcony without gripping the railing or leaning backwards, away from the void. I had supposed this was an inherent self-preservation instinct retained from my ancient ancestors, who were smart enough to stay away from high places in favour of keeping contact with the earth. In the parlance of software development, I rationalised that this inbuilt aversion to heights was a feature, not a bug.

    A helicopter passes overhead, not far from where I’m standing. Out on the plank, eighty storeys in the air, I’m holding the two wireless controllers up above my waist, like ski poles. This is mostly for balance, I suppose, but also because my mind has been gripped by a set of emotions that I’ve yet to encounter in any other form of visual entertainment. It’s a cocktail of fear, exhilaration and anxiety, and it’s because my eyes and ears are taking in sensations which I know intellectually to be false. This is virtual reality, after all, and I’m playing a game named Richie’s Plank Experience. Yet out here, on the plank, real and fake are all but indistinguishable. All my brain is concerned with is survival.

    I only manage to shuffle about halfway across the length of the plank before giving in to the fear. My heart pounds, my skin prickles with sweat, and I’m completely out of my comfort zone. Before I put on the headset and headphones, I was just another guy standing in a building near the Brisbane River, watching a bunch of strangers attempt to walk a board that sits just a few centimetres off the ground, held aloft at one end by a hardcover copy of Steve Jobs, and a few stacked kitchen sponges at the other. Yet even after having watched these interactions and reactions play out on the faces of strangers, I was completely unprepared for the sensory overload that comes wrapped in the immersion. It’s simply too real.

    With careful consideration, I remove my right foot from the timber and reach out into space. For a moment, this act sends my mind reeling once again, and I give a clumsy shimmy from my hip before moving my left foot off the edge, too. For about four seconds, I fall toward the hard bitumen and slow-moving inner-city traffic. I turn my head to take in the last sights I’ll ever see. When I hit the ground, everything turns white.

    To read the full story, visit IGN Australia. Above photo credit: Scott Patterson.

  • Kotaku story: ‘What Went Wrong With Silicon Knights’ X-Men: Destiny?’, October 2012

    A 6,000 word feature story published on Kotaku in October; excerpt below. This is the result of 15 months’ investigative work.

    What Went Wrong With Silicon Knights’ X-Men: Destiny?
    by Andrew McMillen

    Bad video games are released all the time. A raft of factors conspire to influence the quality of the outcome. Maybe tight deadlines are to blame. Or maybe the problems include inexperienced developers, incompetent project management, impossible publisher requests, funding concerns. It’s a seemingly unavoidable fact that not every game can be great, or good, or even average.

    So how does a game, one made by a celebrated studio and backed by one of the richest game publishers in the world, turn out to be a bad video game? This is a story about exactly that. It’s about Silicon Knights the studio behind the great Eternal Darkness, the miserable X-Men: Destiny. It’s about a proud leader, frustrated ex-employees, many internal clashes and a secret sequel everyone hoped would be great.

    To an extent, it’s the role of the gaming media to warn potential buyers away from these inferior gaming experiences, and encourage them to spend time with well-designed games developed by skilled teams, led by sound project management, and unhurried by unrealistic demands. The conventional wisdom is that life’s too short to play every game — or read every book, or listen to every album, or see every film — and as a result, we tend to only want to invest our time and money into the very best.

    X-Men: Destiny — developed by Canadian studio Silicon Knights for Xbox 360, PS3 and Wii — could have gone either way. Sure, previous X-Men titles didn’t exactly set the world on fire: 2006?s X-Men: The Official Game, averaged a score of 52 out of 100 on Metacritic across seven platforms, while 2009?s character-focused X-Men Origins: Wolverine averaged a 65 across six platforms.

    But X-Men: Destiny (XMD), released September 27, 2011, underperformed them both with a dramatically low Metacritic score of just 41 across four platforms. (The DS version, developed by Canadian studio Other Ocean Interactive, registered a 33 on the site, making it the single worst-reviewed X-Men title in Metacritic’s records.)

    There are plenty of possible explanations for the poor result. Maybe the game’s publisher, Activision, rushed the release in an attempt to hit a quarterly revenue goal. Maybe it was just dragged down by the weight of a crappy, overdone superhero licence, as so many games before it. Maybe the title just didn’t come together in the end, or simply failed to resonate with reviewers.

    These are all possible, but discussions with former employees of XMD developer Silicon Knights suggest that the game’s fate was sealed long before Activision gave the project a green light back in 2009. The following story excerpts extensive interviews with former Silicon Knights employees who describe their experiences at what they say was a disorganized, unfocused company that squandered ample time and resources before being forced to release a game it was far from proud of.

    Management at Silicon Knights refused to be interviewed on the record for this story, despite repeated requests over many months. A spokesperson for the game’s publisher, Activision, also declined requests for comment. Accordingly, keep in mind that what follows is but one side of a very complex story. When first confronted with wide-ranging allegations of XMD‘s tumultuous development in mid-January 2012, company president Denis Dyack gave the following statement:

    “Silicon Knights is obligated to its partners (in the case of X-Men: Destiny — Activision and Marvel) to not disclose the development process of any project they work on. These obligations also apply to all the people who worked on X-Men: Destiny. Silicon Knights appreciated the opportunity to work on the game and we hope to get an opportunity to work together with Activision and Marvel again.”

    This statement remains the only comment that Kotaku can attribute to the man behind the biggest failure in the studio’s 20-year history.

    Enter: “SK Whistleblower”

    It’s not as if Silicon Knights was some untested, fly-by-night developer brought on to quickly crank out just another licensed title. Founded in 1992 by current company president Denis Dyack, the St. Catharines, Ontario-based company is best known for their 2002 GameCube hit Eternal Darkness: Sanity’s Requiem, which scored a “universal acclaim” score of 92 on Metacritic, based on 41 reviews. The company’s 2004 Metal Gear Solid remake, The Twin Snakes, scored 85 across 54 reviews. And while Silicon Knights’ 2008 Xbox 360 release Too Human averaged a sub-par score of 65, the company’s history still suggested it could produce good games.

    But X-Men: Destiny stands alone as the worst game that Silicon Knights has released since it was founded. How did a company that was once known for compelling, original, quality video games come to release a title best described as “mediocre,” “mindless,” “generic” and “an absolute mess”?

    (1UP gave the X360 version a D+, concluding that the game is “is an absolute mess that isn’t worth your time.” IGN gave the PS3 version 5.5 points out of 10 — “mediocre” — and remarked that “even for an action brawler, this one is as mindless as they come.”GameSpot reviewed the same version and awarded the game 4 out of 10, noting that XMD “does the incredible: it makes being a genetic marvel a generic bore.”)

    “I am writing to you in regards to Silicon Knights’ upcoming title X-Men: Destiny,” read the July 21, 2011 email from a mysterious, throwaway Hotmail account with the handle SK Whistleblower. “Silicon Knights’ executive team has just recently implemented a new policy to discredit all employees who have recently resigned. This includes employees who have worked on it for between six months and three years. Between 35 to 45 former employees will fail to have their credits appear in the game.”

    I knew firsthand how to deal with such serious allegations. At the time, IGN had recently published my 4,500 word feature story based on interviews with 11 anonymous former employees of the Australian studio Team Bondi, in which those developers detailed seven troubled years of work on L.A. Noire; years that culminated with many of those employees failing to receive the credit they believed they deserved for their work. Now, someone was suggesting that Silicon Knights was having similar problems with its latest title.

    “Much of what was written about Team Bondi’s situation can be said about Silicon Knights as well,” SK Whistleblower continued. “I am certain that if you contacted former and current Silicon Knights employees and offered them anonymity, you would receive evidence of an appalling antipathy from management towards the employees, publishers, and the quality of their games.”

    Anonymous allegations are easy to make; verifying them is much tougher. I spent the next couple of months reaching out to dozens of former Silicon Knights employees, including a list of 32 allegedly omitted names supplied by SK Whistleblower. Many of those who responded confirmed that they, too, had heard the rumours of their names being removed from the credits of XMD. Some refused to speculate (“I can’t confirm who made it into the credits or not until the game is released, so I’m unable to comment”); some expressed concern for their former colleagues (“I feel that any information I give you will only hurt the current employees at SK”); others feared the ramifications of their involvement in this investigation (“any other information possibly leaking would not look good towards my professionalism and possible future opportunities”).

    Ultimately, I secured interviews with eight former SK employees who worked on XMD, including the initial whistleblower. Between them, these former staffers represented over 45 years of service to the Canadian game development studio. All of them spoke to me on the condition of anonymity, for obvious reasons. Interviewees suggest that the company has been plagued by a complex set of internal problems for years. It soon became clear that this story was about much more than a minor grievance with SK’s crediting standards.

    To read the full story, visit Kotaku.