Categories
Game Development Games Marketing/Business

New Indie Game Dev Podcast: VG Smart Interview

Action noted that the new Indie Game Developer’s podcast is up. This time there is an interview with Joe Lieberman of VG Smart. Joe recently published the book The Indie Developer’s Guide to Selling Games, which I hope to receive in the mail today. The interview features some excellent marketing advice, something every indie serious about business should have.

Also, Action requests that if anyone has finished a game or two, he’d like to interview you! To find out how to contact him, check out the link above. Perhaps we’ll hear your voice in the near future.

Categories
Game Design Game Development Games General

Improved Creativity Through Serious Games?

I believe I found this link through Gamasutra sometime ago: Breaking the Grip of Dominant Ideas In Games: What Serious Game Projects Have To Offer Entertainment Game Developers

It basically describes the positive impact serious games could have on general game development. One of the most interesting quotes challenged the prevailing theory that “ideas are a dime a dozen”.

The field of serious games – with its intrinsic creative encounter of game developer and non-game professional – the latter involved in the real strategies and “games” of business, military, medicine, education, science and so forth – could offer itself as a form of “outside help” to entertainment game creators, even if this is a secondary effect. We game developers would be smart to take advantage of the opportunity.

Many people today in the game development (and other) industries see ideas as cheap. You’ve heard it said “Ideas are a dime a dozen.” This is not true. In fact, the idea that ideas are a dime-a-dozen is itself a dominant idea. What is true is that gimmicks – or little ideas – are cheap. Gimmicks are what is a dime a dozen, and everyone can think them up. True ideas, though, are exceedingly rare and extremely valuable. True ideas are visionary.

Categories
Game Development Personal Development

Thousander Club Update: May 8th

For this week’s Thousander Club update:

Game Hours: 80 / 1000
Game Ideas: 315 / 1000

Target: 315

8%! Another 20 more hours and I will hit 10%, which will be a good milestone to reach.

While trying to stop up any memory leaks, I was using Valgrind. The following output was great to read:

==21519==
==21519== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 17 from 1)
–21519–
–21519– supp: 17 Debian libc6 stripped dynamic linker
==21519== malloc/free: in use at exit: 0 bytes in 0 blocks.
==21519== malloc/free: 6,543 allocs, 6,543 frees, 177,245 bytes allocated.
==21519==
==21519== All heap blocks were freed — no leaks are possible.

w00t!

I can finally move on to Oracle’s Eye again. After a two month “break” working on this text-based board game, it will be great to make progress on my original project.

Also, I’ve found that by wanting to add more hours to record for the Thousander Club, I am getting useful work done. If I wasn’t thinking about at least trying to meet my targets for the Club, I doubt I would have spent as much time as I have been working. By measuring what I do, what I do gets done.

Categories
Game Design

Interesting Game Ideas: Daddy Long Legs

Game Idea:
Daddy Long Legs

Premise:
Creation with incredibly long legs, using them when moving about.

Huh?:
I thought about the idea of a spidery figure that moved very quickly, dodging attacks or obstacles while moving wherever it had to go. I don’t know if there was an actual spider that inspired me or if it just popped into my head.

Possible Game Here?
Imagine an overhead view of the environment. Your character is a spidery figure with its legs attached to the far edges of the screen. That’s right. The feet don’t move; however, the body does. When you click on a spot, the body moves from wherever it was to that spot. There. I’ve just described the basic interface to the game.

Perhaps there will be obstacles and enemies. Initially it will be easy to dodge them. You just click somewhere, taking care that the path is clear. As more objects fill the screen, you’ll find it harder to make a clear path. What about special items or powerups? Armor could help you to take more damage than you normally could. Speed boosts or time freezes are cliche but valid possibilities. Food could serve a functional purpose by providing health. Alternatively, it could be that the reason the spider is jumping around is to collect the food. Collecting things is fun, right?

Another possibility with this click-to-jump-there game mechanic is to have a samurai or ninja that can also pick up weapons such as swords. Wouldn’t it be cool to have a ninja jump quickly from one side of the room to another, bouncing off of walls with ease, and spinning with a sword that he/she just pulled out of the armory? Click on the spot with the sword, and the ninja will jump there to pick up the weapon. Click on opposite walls multiple times in quick succession, and the ninja will jump back and forth between them, possibly doing fancier moves each time across.

To get back to the idea of long legs as a means of movement, what about a creature with abnormally long legs? It will be able to bend its body down really low, or stand up really tall. Perhaps a side-scroller in which you must control the height of the main body? Duck down to avoid high branches in a forest, or stand tall to allow vehicles to pass underneath you. What if an enemy or obstacle takes out a leg? Do you need to repair it? Do you go on without it?

Stilts? I suppose maintaining balance could be an important aspect of the game. Lean one way or another to avoid falling off of the stilts. Maybe the stilts allow you to access items that are really high up, or they could allow you to climb in through a window easily. Losing the stilts will make such tasks harder.

Summary
Once again, there are a number of game mechanics that can be based on a single idea. Do incredibly long, spidery legs make for good games? Maybe, but I suspect it will depend on the implementation.

Categories
Game Development Games Geek / Technical Personal Development

A Project Completed!

At the beginning of March, I interviewed for a position at a company. I was asked to create a small text-based game to demonstrate how I would go about solving it. After a week, they asked to see my code even though it wasn’t finished yet. Apparently they liked it since I got the position.

Even though there was no need to complete the project, I kept working on it. Last Friday morning, I finally finished it.

It took almost two months of (admittedly inconsistent) part-time work, but I have finished a project. It was simultaneously simple and more complex than I thought it was going to be.

I used the tips from my previous post,Object-Oriented Game Design. I separated almost everything into Entity, State, and Action objects. In the beginning, I had to work on not only wrapping my head around the concepts but also code up the infrastructure to allow for it. By the end, adding a feature became as simple as creating the appropriate State or Action derived classes.

I’ll admit that I cheated a bit. For instance, when I create the game board from an XML file, I have a class that has no business populating the board with Space objects. I probably could have created a few Action classes to do it, though. PopulateBoard, AddSpace, etc.

Still, the game is finished. I spent a bit of time trying to match up each delete with its respective new. I fixed an off-by-one bug that would crash the game if you moved back three spaces and you were going to cross from the beginning of the board to the end of the board.

On the other hand, it isn’t really a “game” since there is no interaction to speak of. The players roll two dice and move according to the dice. There are no choices. Still, this simulation proves that it is easy to create games based on entities, components, and actions. I hope to translate what I learned into Oracle’s Eye and other games.

Categories
Games General

Roger Ebert On Games and Art. Again.

In the Sunday Chicago Sun-Times, Roger Ebert once again makes his beliefs known about the ability of games to be artistic. Someone asked about “Silent Hill” director Christophe Gans and his comments in an interview in EGM, and Ebert responded in his Movie Answer Man.

Ebert gave a bad review (1.5 stars) to “Silent Hill”, the latest movie-based-on-a-video-game that everyone will hope to be good but will almost always disappoint. I haven’t seen the movie, nor have I seen “Doom”, another movie that Ebert gave a low rating to. I figured that “Doom” would be a terrible movie adaptation, and I haven’t played any of the “Silent Hill” games so I had no urge to see something that might spoil the game for me. Besides, it would probably be bad as well. Most video game-based movies are. I liked “Super Mario Bros”, even though I was one of a handful of people in the theater, but I wouldn’t claim that it was a good movie by any stretch of the imagination. I was very young and a big fan of the game series, after all.

Anyway, “Silent Hill” got a bad review, and Gans had said that he thinks that video games can be a form of art. I read part of the interview, and the big quote is:

EGM: It certainly doesn’t help our industry when a major critic like Roger Ebert comes out and says that “games are not art”
CG: Fuck him. You know, I will say to this guy that only has to read the critiques against cinema at the beginning of the 20th century. It was seen as a degenerate version of live stage musicals. And this was a time when visionary directors like Griffith were working. That means that Ebert is wrong. It’s simple. Most people who despise a new medium are simply afraid to die, so they express their arrogance and fear like this. He will realize that he is wrong on his deathbed. Human beings are stupid, and we often become assholes when we get old. Each time some new medium appears, I feel that it’s important to respect it, even if it appears primitive or naive at first, simply because some people are finding important things in it. If you have one guy in the world who thinks that Silent Hill or Zelda is a beautiful, poetic work, then that games means something. Art only exists in the eye of the beholder. You know, I saw The Good, The Bad, and The Ugly when I was eight, and I thought it was a masterpiece. And at that time, I felt like I was alone thinking that. But now, it’s commonly accepted as being a classic, so I was right!

I will disagree with the assertation of the question. I think it does help when someone like Ebert says that games aren’t art because it gives us something to focus on. Do I believe games are art or could be art? Yes, and I’m not alone. Now we just need to show how. I don’t expect anyone in movies to point to very early film and claim those were masterpieces of theatre. “Citizen Kane” came out many years after the first motion picture was available. I don’t believe we’ve seen our “Citizen Kane” yet.

That said, I don’t believe that games are intrinsically incapable of being art. Ebert’s argument?

I am willing to agree that a video game could also be a serious work of art. It would become so by avoiding most of the things that make it a game, such as scoring, pointing and shooting, winning and losing, shallow characterizations, and action that is valued above motivation and ethical considerations. Oddly enough, when video games evolve far enough in that direction, they will not only be an art form, they will be the cinema.

Scoring makes a game. Pointing and shooting makes a game. Winning and losing makes a game. Shallow characterizations make a game. Action valued above motivation and ethical considerations makes a game. If you’re amazed, I understand. It was news to me, too.

Are there games that include scoring, shooting, winning and losing? Yes. What about games with stock characters? Action for the sake of action? Check, and check.

But if I remember correctly, there are quite a few movies about winning and losing. There are quite a few movies with terrible characters. There are action flicks that have no reason for a lot of the violence and explosions. We can point to films that have “evolved” past those, so they don’t count anymore, I guess. We could point to games that have evolved as well, but it would be similar to comparing very early film to modern theatrical performances. How would a motion picture about a bunch of people running and spinning around in dresses stack up to “Rent” or “Wicked” or even Shakespeare’s works in terms of artistic value?

Ebert is writing about video games as if he can really talk about them as an authority. To Gans he argues:

As David Bordwell has pointed out, it can take at least 100 hours to complete a video game. Do you really feel you have mastered the mature arts to such an extent that you have that kind of time to burn on a medium you think is primitive and naive?

Not all games are 100 hour marathons, and no one is expecting Ebert to play the games that are. What about the six or eight hour games? Two hours? The twenty minute ones? We can’t expect Ebert to know about them, let alone play them, but I’m sure he’ll still have something to say. After all, they are video games, and apparently all video games are just shallow action flicks.

Most games are just games. Most games are not meant to be artistic in any way. There are motion pictures that have no artistic value, and I’m sure that Ebert would agree. It took some time before movies were treated as anything more than a novelty, and even more time before film critic became a respected position. Video games are still being treated as children’s toys, even though most gamers are over 20 years old. It is hard to have serious discussions with people from other industries when they continue to get their best opinions from “our side” from a 13-year-old gamer who would think that “Super Mario Bros” was a great movie if it came out today.

I don’t care about the people who thought that the Doom movie was the greatest thing ever. I doubt anyone cared what I thought about “Super Mario Bros” when I was younger. I don’t go to the movies to watch video games, and I thought it was incredibly dumb to have a first-person perspective in a movie to try to mimic the game. 11-year-old Joey and 10-year-old Tommy might disagree with me, but who made them authorities on movies? So the headline “Ebert vs the gamers” is supposed to make it seem like there is a huge intellectual debate when in reality it betrays how the game industry is being perceived. It’s just for kids, after all.

Categories
Game Development Marketing/Business

Indie Game Sales Guide Is Out

I just learned that The Indie Developer’s Guide to Selling Games is available to purchase. It comes in both PDF and dead-tree formats. The table of contents indicates that it is really a marketing book, although marketing and sales do go hand-in-hand.

I already enjoy reading Joseph Lieberman’s blog, so I imagine that the book will be a good read, too.

Categories
Games Geek / Technical General

The Name Everyone Is Talking About

Even Seth Godin had something to say about Nintendo’s Wii, so I felt that I should comment.

My first impression? I thought it was a terrible name. I get the concept of “togetherness” and all, but Wii? Seriously? I won’t try to make a bad pun with it because anyone who was on the world wide web after last week’s announcement would have read them all anyway.

Interestingly, I feel that now that everyone has gotten it out of their systems, we can all agree that Playstation and XBox were pretty bad names as well. We’ve gotten used to them though, so if Nintendo doesn’t make a new announcement admitting that they made a mistake, we’ll probably get used to Wii, too.

Still, I’m shaking my head. Does it make more sense in Japan at least? Are the Japanese wondering what the big deal is with the rest of the world’s reaction?

Categories
Game Development Personal Development

Thousander Club Update: May 1st

For this week’s Thousander Club update:

Game Hours: 76.5 / 1000
Game Ideas: 294 / 1000

Target: 294

w00t! I finally made it to 7%! In fact, I nearly made it to 8%! There were a number of times when I didn’t think I would be able to program, but somehow a few moments became 15 minutes or half an hour. Waiting for someone to show up to have dinner? An hour. The time was passing anyway, and I managed to use it productively. As for game ideas, I found that I could rattle off three easily as one of the first things I do in the morning.

I managed to finish the text-based board game I was working on. Actually, I’m still tracking down potential memory leaks, which gives me a good opportunity to learn how to use Valgrind. Still, all of the features are there, but I’ll go into more detail in a post later this week.

Categories
Game Development Geek / Technical

How to Survive Ludum Dare

mrfun has posted A Guide to LD48, aka, How to Not Crack Under the Incredible Pressure.

I thought it was a pretty humorous look at the intense preparation needed to succeed at Ludum Dare. Good luck!