Archive for the Game Design Category

Post Stage IV… what’s up next…

Posted in Game Design, Random on June 7, 2008 by sentimentalgamer

Ok, so, pending the final submission of the installer to GDIAC site, I’m just about done with Stage IV. It’s something I really wanted to make, I made it, and it was ….  well, it was. Let’s just leave it at that. Next design..

One of the stories that I replay in my head a lot is one of those “Wizard of Oz” type things where the character is whisked off to some weird universe and needs to confront specific task to make things right again. I guess It’s a common device because you get to isolate the specific issue you want not by dealing with the real world (which has thousands of intersecting influences), but by simply making up your own world with just what you’d like :). Cheap? Eh, p’raps.

So, mostly it’s inspired by the Enigma song “The Gravity of Love”, which is pretty high up there in terms of songs that I treasure. I actually just watched the music video this morning on YouTube… funky….

So, god help me, I’ve no friggin clue what the video’s about, or what the song was originally supposed to be about,  but when I listen to the song, it makes me envision a strong female character who’s trying terribly hard to convince herself that her romantic love is “it”. What do I mean by “it”? I mean that it’s a character who’s totally convinced that the ultimate feeling we can have is love… it’s what defines us, what makes life worth living, etc. But not just love in general… a specific love for a person.

I dunno, I’ll talk more about the story later I’m sure (much to the dismay of I’m sure every citizen of the internet), but I’ve felt in the past few years that a lot of people get hung up on love (romantic love in particular). It’s treated like some sort of panacea, as though it solves any issue. Ok, so it’s certainly not a bad thing, but it feels like the “easy” solution to life. It feels tangential to a lot of issues, yet it’s always readily applied. It’s like how you would treat somebody putting grafitti on your house. If you’re in it for the long haul, you figure out why people are vandalizing your property, you work to solve youth delinquency, and in general spend far more time than is reasonable to solve the issue. But you have solved it, rooted it out and removed it completely. Conversely, you could get a bucket of paint and just blot it out. Boom. Done. Root of the problem is still there, but hey… you got a quick solution.

That’s what I feel love is like sometimes… a quick and easy solution when we would do well to find a more robust meaning.

Or am I just being a grouch?

Likely the latter….

Writing Stage IV

Posted in Game Design, Stage IV on April 27, 2008 by sentimentalgamer

Plugging away on writing Stage IV… I’ve got til Wednesday to finish it… god I hope I make it…

Intelligent Design in Spore

Posted in Game Design, Spore on April 16, 2008 by sentimentalgamer

Huh… this is from a 2006 NYT article I saw while I was looking for Spore info online:

http://www.nytimes.com/2006/10/08/magazine/08games.html?pagewanted=all

” “I’ve had a few people ask me if I think Spore will help teach evolution,” Wright said, “and the ironic thing is that, if anything, we’re teaching intelligent design. I’ve seen a few games that relied on evolution — I’ve even designed some of them — and it’s just not as fun.” But, of course, there’s one crucial way in which Spore breaks from intelligent design. The universe of the game is not dominated by a single, all-powerful creator. It’s a universe governed by a million intelligent designers, each unleashing his or her creations to be fruitful and multiply, to conquer and befriend, to fly spaceships and fashion planets.”

Funny, because I was wondering earlier whether the game would receive criticism from intelligent design groups. Of course, just because Will Wright says it’s not about evolution doesn’t mean that it’s not (wow… negatives), but, something to mull over I suppose.

Man, I’m so jazzed to work on this.

Remembering what I’m after

Posted in Game Design, Stage IV on March 24, 2008 by sentimentalgamer

Back at Cornell after Spring Break… had a great time at home.

We visited my grandfather on my Dad’s side. Weirdly enough, he has esophageal cancer as well and has been getting treated for it for awhile now (I just haven’t made note of it on here… or did I?). Anyways, so we apparently now have a history of cancer in my family. He was doing well, at least seemed so in the short time we were there; but, from what I’m told, it’s not looking great…

So, it again got me thinking. I’m finally thinking again for the first time in a little while… why am I making Stage IV? It’s something that you can really miss if you don’t watch it. When you get to work on a programming job… you can just totally lose sight of why you’re doing it in the first place. I’m making Stage IV because I want to share my family’s experience. I want to give other people the chance to be in our situation, and… well, I want to make people think about things that you might not think about otherwise. I mean… I dunno. I’ve said it before, but in 2006, when my dad was fighting, I certainly wasn’t that close to it. I was at Cornell. But I really feel that it brought me closer to… something… than I ever was before and have ever been since. What that something is, I really couldn’t pin down. But it was some… certainty, some truth. *shrugs*. Conversely, maybe that’s just the normal reaction to things like that… to think that there’s really something more than just a man dying. Still, I’m making Stage IV in the hopes of recapturing that feeling, that notion of something more. But now, I want to look at it from 4 perspectives… my dad, my mom, myself, and Macy’s. I think we’re 4 different people, but I think that all 4 of us had at least some sense of the thing I’m talking about.

And I’m rambling, so I’m just gonna stop now.

The Sweetest Thing

Posted in Game Design, Random on February 27, 2008 by sentimentalgamer

Today was very touching…

BOOM was today. For the uninitiated, that’s Bits On Our Minds, which is a general hodgepodge engineering exhibition where different student project groups get a table in the beautiful atrium of Duffield Hall (big engineering building) and extol the wonders of their work. Recruiters come (from Cisco and the like), students come, and local Ithacans come.

So, as with Guardin’ the Garden last year, I entered a game project. The idea, though, wasn’t my own. While I really enjoyed my time on Music Monsters, the fact is that in the end, it was flawed. As is true with so many things, the last little bit really counts. I think we made it 95% of the way there last spring, but we just didn’t have time to cap it off. Touch up the collision detection, balance the levels, fix music lab bugs, fix MIDI bugs… all the polish that I would have loved to have given it if we had time. But we just ran out of time, and then it was off to Oracle and…well, and so on.

So, the group convinced me to submit Music Monsters. Pre-BOOM, I’m thinking this is going to be horrible. Watching the memory leaks (well, “loitering objects”, I should say… C# is managed) kill our game within minutes after all our work was devastating, as was noticing that levels hadn’t saved correctly. Also, I found that the game blew up on exiting tutorial levels. Great. So, I manually fixed up the XML level files for the tutorials this morning, added a null reference check or two, and decided to just grin and bear it. I was pretty sure BOOM would consist of trying to explain away to college kids why our project had so many errors.

But, instead, a group of maybe 6 to 8 kids from a few different local families latched onto it, and the kids absolutely LOVED it! The oldest couldn’t have been over 10 or 11, with the youngest probably under 5, and after I explained the game to them, they were all jockeying in turn to play it again and again and again! Even more surprisingly, to me, they actually grasped how it worked!!! I had thought it was all just too obtuse and glitchy to matter, but by the end of BOOM, I heard them stating exactly how they wanted to change different attributes, and how they could do so in the music lab! “I want to make him bigger to crush things… play a lot of chords!” “I want to be fast… play fast notes!” “I need to dive more… make his tail bigger with low notes!”. After figuring that nobody ever would get the system, it really was magical to see them pick up and use it!

So, while any college student or older person may have picked up the game out of curiosity and dropped it the next minute because of its technical and presentational issues, these kids played 2 hours, and we had to turn them away so we could pack up in the end! That, I believe, is all I could have asked for. I think it’s true for every medium (I know writers always say it): if only one person enjoys and loves my book/movie/music/game, then I’ve done my job. I got to live that feeling again today. It’s pretty much the warmest, fuzziest feeling there is :).

Audiosurf… excellent design

Posted in Game Design, Random on February 24, 2008 by sentimentalgamer

Audiosurf

I demoed this and decided to purchase because I think this game is really fantastic… it’s actually similar to an idea that another student here at Cornell had last year, but we didn’t have the technical skill to pull something like it off. The developers on the game really put together an amazing package, with very speedy song parsing, internet scoreboards, different game strategies, and an overall great look and feel. That, and I think it’s a nice deal for $10. It’s basically like DDR meets Tetris… which sounds weird, but you’ll see what I mean if you play it. But the catch/cool part is that you can use any mp3, ogg, wma, or iTunes song that you have on your computer! It interprets the audio data and uses AI to build a track based on it. Is it always perfect? Nope, but I think it does a pretty darn good job considering that it’ll accept literally any song you throw at it.

So, Ben, I’d like you to meet the newest nemesis of your work schedule :).

Another reminder of informing the player…

Posted in Game Design, Stage IV on February 16, 2008 by sentimentalgamer

Good to see this reminder again, over on LostGarden.com:

One problem that is common to AI-driven systems is that most of the behaviors go on underneath the cover, away from the player’s eyes. It is very easy to fall into the trap of creating an intricate AI that ‘plays itself’ but is completely incomprehensible to the player.

Instead of asking how you might make the most realistic AI system, I prefer to steal a page from Nintendo’s playbook. Instead ask “What is the simplest system that drives forward the player experience?”

Peas climb. Peas fall. Peas get scored. All of these activities are very apparent to the user. Instead of complex internal logic, the design focuses on explicit external behaviors. Any internal logic such as the path finding system exists only to the minimum degree necessary to support the external behavior. We won’t build SkyNet using these sort of AI techniques, but we can make more enjoyable games.”

Well said! I believed it when the EA rep who came to Cornell said it, and I believe it now. I just hope that I can integrate that belief well into Stage IV!

VOILA! What Stage IV needs is multiple perspectives!

Posted in Game Design, Stage IV on January 23, 2008 by sentimentalgamer

GOOD GOD, I’VE GOT IT!

So, I’m sitting here thinking to myself… man, Stage IV is really lacking in… well, I don’t know. It wasn’t turning out in my mind how I would like it. I was reconsidering how I’m going to change it so that it was more innovative, more meaningful, more directed, and I realized that I was going to need to change up my structure for convos. In essence, I before had a hierarchy of a conversation: There was a conversation, which contained topics, which contained “dialog groups”, which basically were the possible player lines. Each player line had a number of possible NPC responses.

Now this might have worked well, but I realized that it in many ways limited the dynamic part of the convo… it was too much like a simple convo tree between two speakers. Binary, you know?

Then that cued me into a deeper issue… this was a REALLY self-centered game. Everything revolved around you, the college kid who’s dad is dying of cancer. Obviously, that kid is me, and I wanted to talk about my experience. But it was a little silly; even the XML file structure revolved around the kid saying something, the NPC responding, then control shifts back to the player.

So, weirdly enough, by thinking of how I want to fix up the technical design, I came upon my gameplay innovation. What I want to do is change the bottom level of the hierarchy. Instead of having groups, which contain player lines, which contain NPC responses, which then link to another group, why not have groups which contain lines, which then link to another group?!? I know it sounds the same, but essentially, this means that it’s not so player centered… I can have 3 or 4 or however many people I want in a convo since NPC lines can link off to other NPC lines, etc… pretty nifty.

But then, I realized, convo structure hierarchy is generic enough that, quite frankly, there isn’t actually a distinction between an NPC and the live player in the XML file, so why not do the same in game?!? The game could be played from any perspective (The boy, the girlfriend, the mother, the father,…), not just the boy. Suddenly, this is a game in which you experience the story from any perspective! You simply control what your chosen character says, and the NPCs respond in the algorithmic way that I’ve set up!

Ok, so yeah… wow… as though I’m the first guy to make a game that you play from multiple perspectives, right? Certainly, such an astonishingly simple idea has never been attempted in the history of the human race. But hey come on… I know that the central concept isn’t exactly groundbreaking, but I think that in Stage IV, it’ll really prove to be something that changes the game. In one way, it’s the exact same game no matter who you choose to play as, just with different people/machines driving each character. But, as I noted in an earlier post, I sort of want the dialog choices that are shown not so much to be “your character can say this or this or this, all of which branch a lot”. I want it to be like “here’s what’s floating in your mind…. what’re you going to say?” For example, say somebody says “You look awful today, monkey man!” In a wide-open adventure game, you see options like:

1.) “That may be true. I have been slacking on my hygiene lately”
2.) “Ack! You shall die for your impudence!”
3.) “I’m sorry, but that remark has hurt my feelings terrible. Boo hoo.”

But in Stage IV, it’d be more like:

1.) “That may be true. I have been slacking on my hygiene lately”
2.) “Ah Christ… I’m sorry… I just haven’t been around a bath in awhile”
3.) “Yeah, I guess… ” (ambiguous)

You’re more constrained in your choices, but I hope that feels more like you’re an actual character rather than some freak who can say whatever he/she feels like.

I want to do that because I want to guide the player’s choices, not give them a blank-slate character to do with as they please. That sort of game is fun, but it’s never been my favorite. I like games where I’m given a character with an attitude about things, a way of speaking ,etc. In other words, I like role-playing, not role-making.

Anyways, wow I better try to hammer out how this while DialogGroup business will work. I dunno if I made it clear in this post, but I think it’ll rescue the game in that it’s not all about “Ben Ben Ben”; instead, it’s a game that allows you to see the same situation from multiple ways. Hey, that’s what games are all about, right (see Peacemaker)?

Mass Effect Bashing on Fox

Posted in Game Design, Game Politics on January 22, 2008 by sentimentalgamer

Tipped off to a video by GamePolitics.com where Fox News states their utter hate for all games with mature content and advances unsupported claims. Wrote a long email about it that took the better part of the morning to piece together (but hey, I didn’t have anything else pressing to do), so I figured I might as well post it on here for future reference. What follows is the email in its entirety:

Read more »

Dreamfall and the Illusion of Narrative Agency

Posted in Game Design on November 4, 2007 by sentimentalgamer

I began playing Dreamfall: The Longest Journey earlier this week, and finished it just last night. I actually abstained from reading reviews about it until afterwards, just to see if my opinion of the game agreed with the general opinion. That seems to be the case. The general opinion (and my own) is “riveting story, beautiful artistic direction, great voice acting….. and not much as far as actual gameplay goes”.

I thought the game was tremendous. I actually was not a great fan of the original game, The Longest Journey. The overemphasis on April Ryan being “special” and “the savior of the worlds” and so on really killed the game for me. It wasn’t bad, necessarily, but it was too wrapped up in the theme of “you are special” to allow its other themes to shine. Not so in Dreamfall. Zoe Castillo, the new female lead, is, for most of the game, spectacularly normal. She suffers from lethargy and indirection. Given that I was playing the game because I was feeling a bit lethargic, this of course caused me to have an immediate and arresting interest in Zoe and what would happen to her. I won’t try to summarize the rather dense plot. I will say, though, that it elegantly constructs a meaning for Zoe without the explicit “this is your mission… this is your purpose in life” hammer that’s so easy to apply. It doesn’t feel forced. She does only what she feels is needed, then understands late in the game that doing what was needed is enough.
Of course, Zoe’s personal journey is one theme among many. The game benefits from its multi-perspective approach. The player controls Zoe, April Ryan, and a virtuous but deadly apostle from far off lands in turn. During sections where these characters converge, the tension I felt was close to unbearable. Though a similar perspective technique could be employed by a film, there was some… factor… something about alternately controlling two non-omniscient characters that gave a palpable feel to the situations.

I could comment on the game’s presentational and narrative strengths ad nauseum, but I feel that I must take issue with its highly linear, non-interactive structure. Rare indeed is the game where I feel agency over the story. Games tend to give me story, then agency, then more story. The two modes alternate. The best games, as many people other than myself have theorized, are those that give the player meaningful in-game choices that affect the story. I partly agree with this, but I would further postulate that the best games are those that give me the illusion of agency over the story. Honestly, I have very little wish to tell myself a story. The concept of “cooperative storytelling”, where the designer gives a framework for the player to create his own story, doesn’t appeal greatly to me. In this respect, I think I agree with Ebert; authorial control is a fairly central component of narrative and art. A story that I create for myself, by myself, will almost certainly be derivative. As such, I would prefer a game that is in truth linear, but gives me the impression that events somehow hinge on my actions. To accomplish this illusion, one needs to play the story; not just watch it. For examples, see Max Payne 2, Beyond Good & Evil, or the new Sam & Max episodes: linear, but since I am living the story, interacting with it, I feel that I matter. I am NOT the co-author of the story; instead, I empathize with the characters and am part of it. The two positions are incredibly different.

So, on this count, Dreamfall fails. It’s a glorified movie. Most interactions are limited to walking 10 feet from one event trigger to the next (apart from the puzzles… but I’ve made it clear that I would rather there be no puzzles whatsoever in adventure games, unless they are very well suited to the scenario. Again, see the new Sam & Max episodes for good use of puzzles). If one were to divide the game by percent into story and other parts, about 90% would subjectively be the former. Because of this, the game fails horribly as “a game” since story is largely given via cutscenes. So, in a sense, I don’t take issue with the linearity of the story. I take issue with its heavy use of non-interative methods to convey this linear story.

Ok that’s enough of a ramble for now… certainly more to say to clear up what the difference is between giving an item in Dreamfall versus using an item in Sam & Max, but some other time…