Notes on Jak & Daxter
So Jack & Daxter benefitted from the consulting of Cerny Games. Presumably, they used the
Cerny Method. And what did they get for it?
The Cerny Method involves a prototyping phase. In project management terms, game production with the Cerny method starts with a spiral of several iterations, until you have the prototype you don't throw away, and then you enter full production. The prototyping phase, ideally, allows you to take risks, in the search for some innovative game design mechanisms. If the risks don't pan out, you cancel the project. If the risks do pan out, happy happy joy joy.
So I'm a little disappointed that Jak & Daxter offers very little new. It's Mario 64 with the addition of some cool stuff; a mode where you fly 'zoomers', these flying motorbike like things, and some clever moves, such as pole swinging. Daxter, the furry sidekick who sits on Jak's shoulder and occasionally makes amusing comments, is not gameplay but color. On the technology track, loads are well nigh invisible; just as good as Mario 64 (and remember Mario 64 was on a cart), and better than Sunshine. Clever level of detail makes you feel like you're in a world, instead of in a series of disconnected levels.
So I've got to ask; is that all we get? This is all that can be invented with million dollars of prototyping money?
And then I think about it, and really, it's not surprising. The mode of development for most studios, I believe, is to spend eighteen months making a prototype and then ship it whether it was good or bad. So I should have expected that a million dollar prototype was going to, in the end, produce less innovation than the more typical "throw ourselves off a cliff" method.
We could learn the wrong lesson here and say, "Well, then, the Cerny method must be wrong." But stop and think about everything the game does right. Ed Del Castillo once commented that most games that hit the shelves these days don't feel like they were actually finished. Jak & Daxter is an exception to this (although there *is* a Yellow Sage in the final level, which kind of implies they probably intended to have a Yellow Sage World, which didn't make it into the final product). Jak & Daxter is polished. Part of the reason, no doubt, is that they locked down the feature set early in production; after they finished the prototype. The real lesson to learn is that there are limits to how much anyone can innovate, and it's a good idea to have a process in place to curtail further risky innovation later in the project.
Another thing that I love about Jak & Daxter is the number of times I wanted to throw my controller through the screen was very small. This is amazing for me, because normally I hate platformers for that very reason. I never completed Mario 64, and Mario Sunshine definitely set my teeth on edge on occasion. Also, I never once had to get up and consult Gamefaqs.com to figure out how to get through a level. This is no doubt due to another aspect of the Cerny Method: namely, "Gameplay testing is your most important feedback." One thing the best designers say time and again is you've got to watch people play your game. (In the interview sections of Richard Rouse's book it kept coming up: Ed Logg's field tests, Chris Crawford quoting Dani Bunten, Steve Meretzky saving the play logs for his text adventures.) Mark Cerny has made a science out of this, collecting statistics on how long it takes people to get through levels and where they get stuck.
So: prototype and gameplay testing. Interestingly, Treyarch's best game--Die By The Sword--did these things, albeit by accident. If by prototype you mean, start making something, and then change focus several months later and make something completely different. Die By The Sword went from being a fighter to being a level-by-level dungeon exploring game around a year into its development. Also, I think Die By The Sword was the first and last project where we actually watched people play our game, and tried to take steps to remedy the problems that we discovered because of it. (Although we took very few steps; usually by the time we saw the problems someone was having, it was too late and too risky to change anything.) With subsequent games we relied solely on our publishers for feedback, and maybe that's why Die By The Sword, of all the original games we've done, has gotten the best reviews. (I could make some snide comment about publisher feedback here. Consider it made.)