
Look at me, look at you
To preface this article, I’d like to refer to the latest issue of GamePro (#258); specifically, a section of an interview with Mafia II’s director of creative production, Jack Scalici. The article is worth reading, as is the rest of the magazine; buy it and support print journalism! Anyway, here’s the section of the interview that I want to talk about:
“GamePro: “Does the concept of Omertà , essentially the Mafia’s “Ten Commandments” affect the gameplay? If Vito looks at the wives of his friends, one of the no-nos of mob life, does he risk punishment from his mafia family?”
Jack Scalici: “We had something like that in the original design, but in our quest for authenticity, we ended up replacing the wives with floozies and prostitutes. Everybody wins. In all seriousness, we decided to focus more on what most gamers would find most gratifying. Could hitting on the wives of your criminal associates be fun? Maybe. Is awesome shooting-and-driving gameplay fun? Hell, yes.””
Now, I’m not bringing this up to bash Mafia II. In fact, I’m sure the game will be very good. I bring this up because GamePro asks about a really interesting idea and it’s been dismissed for something awesome. Although the “awesome” approach may be more gratifying, it seems like Mafia II’s team chose to not do something that could have been really dynamic because it was easier. The fact that it was in discussion early on in the game’s development cements this.
It’s also easier to program violence into a game. The attacker vs. defender idea is an easy concept to build a game around. It takes much more time to develop something else. Although violence is often paramount in gaming, the ideas about the Mafia expand beyond shooting prostitutes. There aren’t that many shootouts in The Godfather (the film, not the game). Most of the gun play in that movie is fairly one-sided and probably wouldn’t be fun to play. I didn’t play the Godfather games, so I very well could be completely wrong about that.
Because combat is an easy mechanic to base a game around, I am often excited when I see something different done. This may be why I’m excited for Heavy Rain. Even David Cage’s pretentiousness wont keep me away from a game about being a single father. Sure, there’s a murderer and stuff in the game, but I’d like to think it’s a step in the right direction.
Konami realized that games don’t always need combat. Silent Hill: Shattered Memories is the very thesis of a game with an interesting concept around it. The way that game plays with the player is, in all honestly, fucking crazy. If that game had the player fight those faceless things that chase you, would the game have been as fun?
Imagine how dynamic a game would be if the player could agitate an NPC because he spent too much time looking at th NPC’s wife. Not only would it make the former NPC seem more dynamic because he’s a jealous and wants to be the only man looking at his wife, but the level of immersion this would give the in a game is exponential; especially in a character-driven game like Mass Effect or Fable.
I’m not saying every game should abandon violence altogether, I simply think that some games would be more interesting if developers tried to make game characters more holistic and less focused on aggression. Kratos doesn’t need to look at Hera for a minute to piss off Zeus. That would be silly.
Really, I just want Pokemon Snap where Pokemon get angry if you don’t take pictures of them.






Dude, solid article. I totally agree with you on this subject. There is a reason that I love games like Mass Effect and Dragon Age. While their speech and interaction systems do have flaws in them, they are totally moving in the right direction and do much better than any other game I can think of.
I still remember how betrayed I felt during my first play-through of Dragon Age when Zevran left my team. I had used him during a couple of missions but I hadn’t befriended him enough while I was in camp. Because of this, he was convinced by an old friend to get back into the assassin business and tried to kill me (again) so I ended up having to kill him.
In the case of Mafia, I can understand how difficult it could be to put some of those elements into the game. If the player decided to go around and try to sleep with everybody elses wives then everybody would be trying to kill him and would ruin any narrative the designers might have had planned. At the same time, the game might be brilliant if that was the case. I mean, Fallout 2 allowed you to do things in the game which ultimately made it impossible to finish, which was fantastic.