Categories
Game Design Game Development Games

Not at the GDC Again

While a number of people will be writing their coming blog posts from the Game Developers Conference, I will be reporting the action from Chicago. Again.

I would love to see Will Wright talk about what’s next in game design, but I’ll have to be content with seeing it on GDCTV when they release it later in the year. It would also be great to be there when they announce the winners of the Independent Games Festival, but I’ll just have to read about it at Game Tunnel.

Since I’m not going, I can treat this week as any other. I’ll work on game development and might get more accomplished since I won’t have as many blogs to distract me. B-) Since the GDC is generally about sharing what we know, this week I’ll try to post about what I have been doing with game development and design.

To everyone at the GDC, have fun, and good luck to the IGF finalists! My favorites for the Seumas McNally Grand Prize are Professor Fizzwizzle, Darwinia, and Weird Worlds, but I haven’t played Dofus or Wildlife Tycoon: Venture Africa yet.

Categories
Game Development Personal Development

Thousander Club Update: March 20th

For this week’s Thousander Club update:

Game Hours: 53 / 1000
Game Ideas: 156 / 1000

Target: 168

I worked a few hours, but spent quite a bit of time writing a game review and managing other responsibilities. I broke the 5% mark, however, and it feels good.

I’m falling behind in game ideas. I’ll need to catch up this week.

EDIT: You know, I should also add that I was sick for a couple of days. I try not to let myself make excuses, and sometimes I forget that some things aren’t actually my fault.

Categories
Games Geek / Technical

The Indie Showdown of Indie Destiny

The following is what happens when I get sick and can’t do much else with my time. Some parts could have been better, but try to enjoy it. It was just something fun, but singing it might get tricky at parts. If someone thinks they can also make a Flash animation to go with it, go for it. B-)

The Indie Showdown of Indie Destiny
A parody based on the better written The Ultimate Showdown of Ultimate Destiny which you might want to see first before reading the rest.

The old creature named Wik was hopping around
the magical forest like a big playground
when a Darwinian squad burst out of the shade
and hit poor Wik with the squad’s grenade.
Well Wik got pissed and began his attacks
but was blocked by the research physicist Max
who was about to serve a multidimensional dish
before he got distracted by the oil blob Gish

And Gish starting cracking Max’s hips
When they both got punched by Grace and Trip
But before they could return to their old apartment
a Zombie Smasher Punker jumps out from their basement
and using a zombie Nazi’s arms like a bat
he proceeded to beat them, just like that,
but his bat broke and he ran away
and an alien hominid tried to save the day.

This is the Indie Showdown of Indie Destiny.
Good guys, bad guys, and explosions as far as the eye can see,
and only one will survive. I wonder who it will be?
This is the Indie Showdown of Indie Destiny.

So Wik jumps down and eats the alien’s gun
and Laser Dolphin ain’t having much fun
and then Max came back hobbling on his cane
but the ninja N jumped out and stole it away
and the squad turned around, trying to aim steady
when Punker came back, this time ready
but suddenly something caught his leg and he tripped
He didn’t see the resourceful tongue of ol’ Wik

but the squad did see him, and they checked their sights
but Beethro and Halph pulled down all their tights
and in the confusion they threw their grenades and they missed
but N just blocked them with both of his fists
then he jumped in the air and fell and cried
when Punker headbutt him in the side.
They both fell down, and when they got entangled
Dark Elf Feyna arrived, and they were strangled.

This is the Indie Showdown of Indie Destiny.
Good guys, bad guys, and explosions as far as the eye can see,
and only one will survive. I wonder who it will be?
This is the Indie Showdown of Indie Destiny.

There was a great white light, and everyone wondered why
as Super Dudester descended from the sky.
He swung his arm wildly and gave a kick
and hit the face of poor ol’ Wik
who fell to the ground, writhing in pain
as Punker summoned an Uzi and Max recovered his cane
but Super Dudester saw them and did not fret
for he simply sang out and both of them wept.

Then in came Thomas and his magical words,
and Petey and Patty joined the hordes
and armed with tanks by the Federated States
came Wednesday the Witch, Glow Worm, and their mates
Professor Fizzwizzle, the Vikings, the Natives,
the Rumble Box fighters and the barbarian invaders.
And the Red Texas Four arrived from space
with the battle-ready Damocles for a taste
of a fight with the Dudester who for the first time
was the one with tears falling from his eyes.
It was the bloodiest battle the indie world ever saw
and indiegamer forum posters looked on in awe

and the fight raged on for a century
many lives were claimed, but eventually
the champion stood on the body piles
There was a yellow Chuzzle, blinking his eyes.

This is the Indie Showdown of Indie Destiny.
Good guys, bad guys, and explosions as far as the eye can see,
and only one will survive. I wonder who it will be?
This is the Indie Showdown…
This is the Indie Showdown…
This is the Indie Showdown of Indie Destiny.

Categories
Game Development Games Geek / Technical Marketing/Business Politics/Government

Draconian Copy Protection Not Necessary for Games

Stardock, creator of Galactic Civilizations 2, released a news item recently about the reasoning behind the lack of copy protection on its latest game. In it, Avatar Frogboy writes about better ways to combat piracy, namely by making it more attractive to be a paying customer than to download a copy illegally. It’s a refreshing viewpoint since most developers these days seem to believe that copy protection is a “vital” part of game development.

We realize that some people or companies might feel threatened at any evidence that implies that draconian DRM schemes or CD copy protection may not make that big of a difference in sales.

For example, we were quite disturbed to discover that the company that makes Starforce provided a working URL to a list of pirated GalCiv II torrents. I’m not sure whether what they did was illegal or not, but it’s troubling nevertheless and was totally unnecessary

Way to go, Starforce. Not only do you have a bad reputation for leaving behind junk on PCs when a person installs a game, but you go ahead and make yourself into quite a nuisance for companies that don’t fall for your marketing. Good job! You will continue to earn the scorn of gamers. Stardock should be commended for doing right by its customers and for keeping the moral high ground on this issue.

And look at the responses on that news item!

I bought the game for the sole reason you dont treat me like a criminal.

If anything knowing you can easily create a working backup of your games is what made me become a devout follower of Stardock in the first place.

Well Stardock I can tell you that ‘not’ putting DRM on your product is the reason I bought this game. I didnt buy ‘just’ because there is no copy protection, I also enjoy 4x games and GC2 is a good game. There are alot of games to choose from and I can only buy a few, so when it came time to decide what my next game was going to be I saw no copy protection for GC2 and my decisoin was made.

looks like I have to take might and magic 5 off my list too, I didn’t buy silent hunter 3 and X3 either just because
of that dreaded starforce

In some cases, the lack of draconian copy protection on a game made the purchasing decision easier for people. If you have a choice between buying two great games, one with DRM and one without, which would you choose? And isn’t it eye-opening that people are refusing to completely buy some games because of the type of DRM being used? If you want to increase sales, you make your product more valuable than a competitor’s offering. I haven never bought much music, but I have bought music at Audio Lunch Box because they promise me .ogg or .mp3 files without DRM. I don’t have to worry about copying my music to a second machine and having my music player accuse me of piracy. Why would I use anything with the misnamed FairPlay on it?

One poster referenced Rip Rowan of ProRec.com who wrote about the frustrations of so-called Digital Rights Management in Waves Native Gold Bundle 3.2 Featuring PACE Interlok. It’s sad how common a practice it is to purchase licenses and then use cracked versions for convenience.

In the best case, copy protection can be a mild annoyance for the customer. He also documents some worst case issues with PACE Interlok, including instances where uninstalling one “protected” package on a machine can invalidate the authorization to use another unrelated package, or installation reboots the system spontaneously, or the inability to use software due to downtime with the company you need to “phone home” to.

But the very worst part:

Within weeks of the commercial release of Native Gold Bundle 3.0, pirated versions of the software were available everywhere!

So all of my pain and suffering was for NOTHING! NOTHING! That’s what makes me so unbelievably ANGRY! It was all for NOTHING!

Now, why would you want your paying customers to feel this way? Why force them to jump through hoops, making cracked copies of your game all the more attractive? When you release your second game, or your fifth, what could you possibly offer to your customer to make him/her deal with your DRM crap rather than download a copy that can be played without effort? Why should I buy a music CD and risk having it ruin my computer when I can download the MP3s and know that they will just play?

I don’t like this sentiment, however:

Finally, I implore everyone who reads this article: do not steal software. That is why we are in this mess in the first place.

I’ve already written about how copyright infringement isn’t stealing, but that last sentence is what bothers me the most. Are you really supposed to believe that it isn’t the company putting you through painful copy protection? You’re supposed to just assume that it is the person who infringes the copyright that is at fault? Let’s take some responsibility here. Stardock isn’t forcing draconian copy protection on its customers. It’s game is not always legally acquired. If those darn pirates are the reason we’re “in this mess”, how does Stardock manage to take the high road?

Let’s put the blame for overbearing copy protection where it belongs. Yes, someone “stole” your game. That person shouldn’t do it, but he/she did it. At the same time, we already know that two wrongs don’t make a right, so don’t tell me that copy protection that punishes the paying customer is out of your hands. You have a choice, so when your customers complain, you can’t just say, “Well, if it weren’t for those pirates, we would make it easier for you, but we can’t.” Aren’t you supposed to please your customer? You know, the person who actually buys your projects? Increases your sales numbers? Improves your cash flow situation? If not, then who are you trying to please?

Categories
Games Geek / Technical

Great Gaming Moments: Homeworld: Cataclysm

Homeworld:Cataclysm wasn’t a sequel, but it was a great extension to the story of the original Homeworld. Basically, you’re in charge of the Somtaaw’s ship, the Kuun Lan. The Somtaaw keep to themselves, researching and mining, but they are bound to aid and protect Hiigara when requested. Cataclysm made references to “The Beast” periodically in the documentation, and so I had a vague idea that there was some Borg-like enemy to fight.

The game starts with such a call to protect the homeworld from the attacks of the Taiidan. Providing support wasn’t too difficult in the first mission. The second mission involved saving and protecting a Manaan destroyer, the Bushan-Re. To research repair technology, you jettison the mining container and create the Engineering Module. I managed to protect the Bushan-Re from the Turanic Raiders, even though they sent some Mimics in pretending to be friendly support.

At this point, a distress call comes from a nearby object. I sent a worker out to return it to the ship.

Later, I reach the Somtaaw’s research frigate, the Clee-San, in another sector. They may have the ability to shed some light on the alien artifact. They docked with the Kuun Lan. We had to escape to deep space to avoid an attack, but once we were in isolated safety, they procede to experiment.

But something goes wrong. Power fluctuations, biohazard warnings, and screaming further the confusion. The research module turns an ugly shade of red, apparently from a biomechanical infection of some kind, and to save the rest of the ship, the hangar module is jettisoned. What just happened? The Clee-San will investigate, but wouldn’t move until I provided an escort of “10 fighters”.

Now, if the infected research module was going to attack me, I didn’t think I would send just 10 Acolytes. So I sent 30, just for good measure. After all, I was in the Cub Scouts. I was being prepared. If I was going to be attacked, I was going to have overwhelming force involved.

So I sent my fighters in as an escort for the Clee-San. Slowly the ship approached the module, as the Kuun Lan hung back. The Clee-San docked with the module while I watched in anticipation. It started to download the data recorders. That data should help in determining what happened.

Suddenly a particle beam shoots out from the module! The Clee-San‘s last transmission was for the Kuun Lan to stay clear. Screams from the fighters becoming infected horrified me. I moved as quickly as I could, but the infection spread too quickly. Any ships I ordered to retreat moved only moments before becoming infected. My efforts were futile. It was terrible. I just sent 30 fighters to their deaths! I didn’t know! I didn’t know!

I then realized that those infected fighters were going to be coming after the Kuun Lan. I didn’t have any ships left for defense. I spent a lot of my resources on those 30 ships!

Luckily for me, a group of raiders appeared, demanding the Clee-San. Unluckily for them, they ignored my pleas to avoid it and were infected. I used that distraction to hyperjump out of the sector. I was safe for now, but forever impacted by that moment.

Throughout the war with The Beast, I never forgot those 30 ships. Technically, they weren’t more than digital bits running through memory on my computer, but the screams were terrible. The drama was real. The details of the names or types of ships involved in the above story might be remembered incorrectly, but the feeling of dread when I realized that I had just caused the deaths of 30 good people will stay with me. It wasn’t a cut-scene or a FMV movie to watch passively. I participated in it. Logically, it wasn’t my fault. I couldn’t have known what was going to happen without cheating. Technically I could have restarted the mission and tried again. I normally prefer the challenge in similar situations, but the reason for not restarting this time was different. I didn’t want to dishonor the memory of the loss. Oddly, those 30 fighters were identical clones of each other. It wasn’t like you normally would have a tie to any one of them.

Still, I had made a bad decision, and the consequences were very real to me. My fight wasn’t just to play a game anymore. It was for honor. It was for redemption. Neither of these ideals were communicated directly by the game. There was no “Honor Meter”, for instance. I simply had a strong desire to make things right again.

Categories
Game Development

Game Developers on IRC

When you’re a lone wolf indie game developer, it’s easy to slack off. No one is there to tell you that you should be working on your games instead of watching television or checking your email for the one millionth time today. You’re on your own to motivate yourself and make sure that you’re making progress.

Which is why communicating with other indies can be so great. Each of you may work independently, but collectively you can keep each other on track. If you’re wasting time, someone can point it out to you. If you’re floundering, someone might be able to shed some light on why. If you’re family isn’t enthusiastic with the idea that you’re “playing on the computer” when you should be doing something “productive” with your life, the encouragement from other indies can be the oxygen you need to breathe. It’s that important.

It’s why I really enjoy the #gamedevelopers channel on Starchat. Just point your preferred IRC client, like Gaim, mIRC, or my personal favorite, bitchx, to irc.starchat.net and /join #gamedevelopers. While I enjoy going to ##C++ on freenode for programming assistance, #gamedevelopers was great for keeping game development at the front of my mind. Like I said, when you’re on your own, it can be really easy to let laundry, dishes, dinner, and bills force development time to tomorrow.

Stay on topic, anything game development related, this includes no religious/political discussions and nothing that could cause a flame war. Keep in mind that programming chat is allowed but we’d really like to keep it game-specific, or at least something related to something that’s related to games (for example, website authoring for your shareware games business). And you can keep it on any games topic, board games, crossword puzzles, console (video) games, pc games, mac games, pen and paper rpg’s, if it’s a game, you can discuss it!

People in the channel have shown screenshots of works in progress, announced new major projects, or discussed game design. I’ve made it part of my game development presession checklist to connect to #gamedevelopers. While you would think that the last thing a person needs is an IRC channel to distract from work, I’ve found that it helps motivate me. I don’t want to go to the channel and admit to the people there that I’ve wasted time.

If you’re an indie working either alone or with a small team, you would do well to come to #gamedevelopers. Say hello. If no one responds right away, we’re probably being productive at that moment. B-)

Categories
Game Development Personal Development

Thousander Club Update: March 13th

For this week’s Thousander Club update:

Game Hours: 49 / 1000
Game Ideas: 142 / 1000

Target: 147

Last week I was at 24.5 hours, which means that I accomplished my subgoal of working at least 10 hours in a week. I managed to work about 11.5 hours in one day alone. I’m dead tired as I write this post, however.

I didn’t code much with Oracle’s Eye, however. I’ve been working on a text-based board game. I applied for a position at a company, and they asked me to write up solution to the problem following the requirements they specify. Since Wednesday, I’ve written a ton of code. It’s not quite there yet, but it’s coming along very nicely.

Almost 5% of my 1,000 hour goal! w00t!

Categories
Game Development Personal Development

You Can Make Games

A lot of people still think that the best way to make it in the game industry is to create a great demo, show it to a large company like EA or Microsoft, and get hired. People have dreams of working on MMORPGs or “teh best game ever!!!!1!” and getting paid for it. Even if they can’t work on the game they’ve been designing since grade school, they can still make a living by making games. What’s not to love?

Almost every article or book you’ll find about breaking into the industry will tell you the same thing. When the video game industry was born, it wasn’t out of the ordinary for a single person to be producer, designer, programmer, artist, and musician. Games were simpler back in the day, and one person could do it all. Today, you need teams of possibly hundreds of people to make a single game over the course of years. And the game might fail to make enough money to pay for itself. It’s a big business, with big money, and you can’t just hack out a small game and hope to compete.

Companies like EA will talk about how next-gen games are going to have to cost more to pay for the bigger budgets. Lots of people agree. The bar for production values just keeps going up, so more and more money is thrown at game development.

I’d like to point out that they’re right. If you want to make big-budget productions with little chance of doing well in the market with the latest technology and high quality graphics for long hours, then you will need to work with a big company in order to get funding for the large team to make your “game”. Good luck being a cog in that wheel.

On the other hand, if you want to make games, there is no law that says you can’t do it yourself. There is no principle of game development that says it is physically impossible to make a game today that is fun, innovative, and even profitable without a large team and millions of dollars. You can make games on your own.

I repeat: You can make games on your own.

Can you make the next Doom 3 or Half-Life 2 on your own? Maybe, if you had a LOT of time on your hands and wouldn’t mind working on it for decades. I refuse to answer no to this question; however, I will suggest that you should scale down the MMO that you have planned, especially if you want to finish it anytime soon.

Big, established companies want to convince you that going on your own is uncertain, scary, and risky. EA wants you to believe that games cost a whole lot more to make today than ever before. Microsoft wants you to believe that the bar for quality has been raised to the point that small developers can’t hope to compete. These big companies want to scare you into either working for them or avoiding the industry altogether. Either way, they get less potential competition for the cost of a PR statement. Good deal.

“Make my own game? How? I don’t even know where to start!” You start at the beginning. The first step is to become aware of the possibility of making games. You can make games. You have the skills, and even if you don’t have a needed skill, you can use the skills of another person to offset your lack. Maybe you won’t be working full-time and getting a steady paycheck. Most likely you won’t. Maybe you can make games all week long, or maybe you can only dedicate 15 minutes here and there. Maybe you can create a game in 24 hours, or maybe you’ll be working on a labor of love for years.

My point is that you don’t have to believe that only major game companies make games. You don’t have to believe that game development has gotten too complex for one person to tackle. You don’t have to believe that you need millions of dollars in venture capital or publisher funding. But you can make games.

Want proof? There is an entire section of the industry comprising indie game developers! Look at Check out Pretty Good Solitaire, made by Thomas Warfield. No, he didn’t write a Quake-killer, but he is doing quite well for himself based on that game alone. I know, it’s “just solitaire”, but people also like vanilla more than any other flavor of ice cream. Still not convinced that indie games are possible? Check out Democracy, “the ultimate political strategy game” by Positech Games. Or the high quality puzzle game Professor Fizzwizzle by Grubby Games. Or Darwinia, the hard-to-describe retro-styled offering from Introversion Software.

There’s even an awards show for indie games! The Independent Games Festival is a showcase of innovation and technical excellence. Clearly, you don’t need millions of dollars to make refreshing games. Examples of past finalists include the following games: Alien Hominid, Best Friends, I of the Enemy, Trash, Reiner Knizia’s Samurai, Bridge Constructor Set, Strange Adventures in Infinite Space and its sequel Weird Worlds: Return to Infinite Space, Savage: The Battle for Newerth, Oasis, Gish, Wik and the Fable of Souls, Dark Horizons: Lore, Lux, The Witch’s Yarn, Tribal Trouble, the MMORPG Dofus, Glow Worm, N, and Legion Arena.

Some of these games cost hundreds of thousands of dollars to make. Some cost no money at all. Some took a few weeks, while others took almost a decade. Some were made for business purposes. Some were made by students. Whatever the case, these games were independently made without a publisher. They were made by indies. And you can be an indie, too. You can make games. You, on your own or with support, with or without money. Once you believe it is possible, you have taken your first step to becoming an indie.

Categories
Game Design Geek / Technical

Design Concepts I Just Learned

I was reading through the two Game Programming Gems books I have, and one of the gems describes a game entity factory. To understand this gem, you have to understand a few design patterns, including flyweight. I never learned exactly what a flyweight was or how I would use it. I still have a slight understanding that you would use a flyweight if you have data that is constant between different entities. Ask me anything else about it, and I’ll struggle. The Gang of Four book isn’t much of a help. It’s a reference book, which means it will be a better tool when I already understand it, but it is almost useless for learning.

I pulled out the Design Patterns Explained book, but it doesn’t have flyweight listed; however, there were a few interesting chapters on design principles. It’s been years since I cracked this book open, and I might have used it for class. I thought it was just a more in-depth version of Design Patterns, so I never found the chapters titled “How Do Experts Design?” and “The Principles and Strategies of Design Patterns”. The book refers to Christopher Alexander, the original author on design patterns. He was writing about physical buildings and architecture. While his approach doesn’t directly map to software design, his principles apply quite well.

One of the things I learned is that trying to put a bunch of pre-made components together to create software is not ideal. You should have a big picture of your project, and then you can decide what smaller components you’ll need. I never thought about the effects of trying to reuse components before thinking of the full scope of the project.

Another thing I learned was the principle of designing from context. I would periodically become stressed when thinking about the best way to design a class or relationship between classes. I don’t have nearly enough experience to be able to make judgement calls about the best way to design a project. I think I have enough of a grasp of programming that I can implement anything once I decide on a good design; I just need more practice with getting to that good design. I learned, however, that you can’t know how a pattern will be implemented until you understand the context in which it exists. For example, if you have a facade pattern, you can’t know how to implement it until you know what interfaces you need to link together. Essentially, you can’t just ask, “What’s the best way to implement XYZ?” You need to ask, “Under what circumstances will implementation A be a better fit than implementation B? How do those circumstances match up with my actual circumstances?”

I still don’t think I quite grasp the flyweight or its place in the game entity factory, but software design became a bit less mysterious. Heck, William Willing’s comments on a Timeless Way of Game Design make more sense to me now!

Also, since I’ve been researching design, especially software design, I found this helpful game engine design link: Object-Oriented Game Design: A Modular and Logical Method of Designing Games

Categories
Games Geek / Technical

Great Gaming Moments: Lock ‘n’ Chase

My first exposure to video games was through the Atari 2600. I was probably around five or six years old when I started playing Berzerk and Asteroids. It was before I learned that these games were ports from the original arcade versions which talked to you or used vector graphics. I still have the Atari and most of the games. Lock ‘n’ Chase stands out in my mind.

If you haven’t heard of this game, think of Pac-man, only instead of ghosts there are police officers, and instead of a yellow circle, you play as a thief. The dots are gold bricks. You can close and lock up to two of the many doors in the maze to hinder the officers chasing you. The doors reopen after a short time. Collect all of the treasure, and you unlock the door to the next level. Rinse, and repeat.

It was not unusual to narrowly avoid capture by a police officer. I’ve been chased without a pixel of difference between me and my pursuer and waiting for a door to open back up so I can lock another one. I’ve laughed when the thief’s hat looked like it was being worn by an officer who was a little too close for comfort. In either case, locking a door was a great way to get the officer off of my tail. Since the officers were always moving, locking yourself between two doors was a good way to delay until the officers chasing you moved safely away again.

One day I discovered a new trick. It was probably one of the first times I had learned a new way to play a game. I was being chased, and I closed a door to avoid the first officer. A second officer turned a corner and I disappeared down a teleporter. Well, the officer turned toward the door I just closed, so I went back through the teleporter. It thought that it was a risky maneuver for me to try, but I chased the officer and placed a wall on the other side of him.

And I did it! I trapped an officer between two walls! I either yelled “Whoa!”, “Cooool!”, or “Awesome!”, but I don’t remember. I received bonus money for doing it, and the game sang out in that always-different-yet-always-satisfying Bonus Noise.

I didn’t even know it was possible to do it, and I played this game a lot. All of a sudden, there was a entirely new way to play the game. Instead of just collecting money and avoiding the Law, I could try to trap the officers. Can I trap two? How about all four? Is there anything else I can discover?

Maybe it was in the manual for the game. Maybe it was on the side of an arcade cabinet somewhere. But I was a child, and all I had at the time was the game. I felt amazing for discovering something cool on my own. It was a great gaming moment for me.