Categories
Game Design

Make Better Games by Ignoring Games?

Filip Wiltgren wrote about the benefits of silence in Stop Gaming and You Will Be a Better Designer.

In reading The Artist’s Way by Julia Cameron (/me adds it to his wishlist), Wiltgren found a counterintuitive way to get more creative.

Instead of working on game designs, playing games for research, or reading game industry news, you give it all up for a week. And give up on television so you don’t have it as an outlet either.

And without the regular routine and habits, your brain will feel idle and anxious.

When you can’t expend your energy on consuming your habit then your brain will start to create your habit itself. You will, effectively, be pushing all that energy into creativity relating to what you like. If you’re a chef you might get ideas for great dishes. If you’re a driver you might get ideas for how to do that perfect tailspin. And if you’re a game designer you will suddenly be popping up ideas for games, mechanics and solutions at a rate that you’ve never experienced before.

Looking up The Artist’s Way online, I found people talking about this detoxification along a different line. One person wrote about a social media detox with good results.

So, it’s essentially media fasting. Wiltgren geared it towards games and the writings of people about games online. The key is to disconnect from what everyone else is saying temporarily, which gives you time and space to process and figure things out.

And I think I’ve done this recently on my own. I realized that I could keep reading pro tips and best practices and advice, but some of it is contradictory, and there’s so much of it to read these days from people who may or may not know what they are talking about that if I keep reading it, I’ll never actually get to try the advice out myself to see if it works.

So I stopped seeking it out, and I started using that time to work on myself instead. And I realized that a small bit of improvement with real results is infinitely better than seeking out the best method or perfect way before I start.

I think a news fast was helpful for my general outlook in life. I find ignoring the news for a bit means I find more to be positive about. As a part-time indie game developer, I worry that I already don’t spend enough time on games and paying attention to what is happening in my industry, so I’m hesitant to try out a game fast anytime soon.

Maybe a fast would be a good thing to do after a day or a week of doing nothing but absorbing games. Eat and breathe games, then give yourself time and space to process it all without any more input, and see what happens.

Have you tried this detoxification before?

Categories
Game Development Games Marketing/Business

You Can Now Start Submitting Your Games to IGF 2016

The Independent Games Festival is now accepting submissions for next year’s awards.

The deadline to get your game submitted is October 26, 2015. Other key dates to pay attention to:

Early January, 2016 Finalists Announced
March 14 – March 18, 2016 Game Developers Conference 2016
March 14 – March 15, 2016 Indie Games Summit @ GDC
March 16 – March 18, 2016 IGF Pavilion @ GDC
March 16, 2016 IGF Awards Ceremony (Winners Announced!)

There are a few changes this year.

Brandon Boyer is stepping down as chairperson of the IGF, and Indie MEGABOOTH’s Kelly Wallick is stepping in.

The cost to entrants has changed in the interest of making the IGF more accessible. Instead of $95, the submission fee is now $75.

Similarly, now that student submissions are eligible for the main prizes as well as for the Best Student Game Prize, their fee is $25 instead of being free.

The other major change is in developer feedback.

Developer feedback has always been an optional part of the judging process and in general, having the game played in detail by multiple judges takes precedence over providing written feedback. While the feedback is well intentioned, without having a clear structure it is often inconsistent or on par with what a normal user playtest would provide.

So we’ll be removing written judge feedback – at least for this year – to concentrate on further optimizing the judging process, getting people playing as many games as possible and formalizing the feedback system.

The judging process had been under question in recent years. With the number of IGF submissions getting almost as popular as a Ludum Dare game jam, it was a lot of work for the judges to cover all of the games in a timely manner. But some developers found that their games weren’t even being played in the first place, and it wasn’t clear if everyone was getting a fair shot, especially after paying a submission fee for the privilege.

A more formal feedback system could only help.

How do you feel about the changes?

Categories
Games Personal Development

Five Nights at Freddy’s Creator Has Constructive Criticism for His Critics

In a post on the Five Nights at Freddy’s 4 Steam page, Scott Cawthon asked his more hateful critics to focus on something more productive.

After previous unsuccessful games, Cawthon has found a cult hit in his series about terrifying animatronics in a kid’s themed restaurant. And when you get some success, there will always be critics.

They’ll tell you that there are problems with the games. They are too simple, or the designs are imperfect. That’s fine. Feedback about games means someone is going to hate what someone else loves, and maybe some of that feedback will give you an idea for how to improve things next time.

But some people get personal, accusing Cawthon of milking his success and they spew plenty of vitriol as they do so. Success unfortunately also comes with people ready to tear you down lest you get too proud or comfortable.

Cawthon patted them on the head and dismissed them while simultaneously imploring them to do something with their lives.

But something more important that I want to convey to all of you, is that you should never listen to people who criticize success simply because it’s success. Being good at something is something to strive for, not something to demonize.

“Haters gonna hate.” –as they say, but I want you to know that focusing on someone else’s failure or success is the wrong way to live. People who make videos bashing other people are like people who run into a public square and scream into a pillow. They’ll get attention, but they won’t change anything. If you strive to be like them, then you’ll spend your life screaming into a pillow as well, and your life won’t mean anything.

He asked people to go out and make their own games, to contribute, rather than to spend their time putting down others.

Now that’s a role model.

Categories
Game Development

You’ve Decided to Make a Game; Enjoy the Process

You made the decision.

You’re going to make a game. You’re going to create a piece of entertainment of your own, whether it’s just something for you and your friends to enjoy or something you intend to publish and make available for a wider audience.

It’s easy to get stressed. Even the simplest games can be a major undertaking.

But you’ve made the decision. It’s going to happen. You are going to finish a game.

And since the end result is known, there’s no point in stressing about it.

In the meantime, enjoy the process of getting there.

You are participating in the powerful act of creation. It won’t necessarily be easy, and there will be a lot of detailed decisions that you’ll make along the way. It might take longer than you expect. You might get sick of it before you’re done. Game development is real work.

But try to have fun with it. You know you’ll get to the end result eventually if you keep moving in the right direction, so makes sure you enjoy the journey.

Then make sure to tell us all about it. B-)

Categories
Game Design

What Do Your Game Designs Say On Your Behalf?

It’s easy to see someone’s writing as representative of his/her views. The words are right there expressing ideas in a very direct way.

Similarly, a movie can have a certain message buried in it. Sometimes the message is a bit more obvious because it hits you over the head.

Games are no different. The verbs inherent in a game tell you what the designers thought were important.

Some games aren’t saying much. It’s hard to get political with Pong or Angry Birds.

But other games say a lot.

Why are women almost always portrayed as damsels in distress? Why are they seen often as rewards for the player? What does it say about the designers’ view of women?

Why are many games about violence? What does it say about the designers’ position on how best to handle conflict?

You could argue, “But they’re just games!”

But I think games are important, and I think they can have a great impact.

I’m not saying that playing games can turn you into a mass murderer.

But I am saying that the message of games can influence someone’s thinking in a subtle way.

Maybe the next time you bump into someone you’ll see it as an act of aggression to be responded to in kind instead of the accident it was. Maybe you’ll be more inclined to scream obscenities at someone when you’re angry instead of discussing your differences. Maybe you’ll be more interested in winning an argument than in finding common ground with your spouse.

Or maybe you’ll be more inclined to cooperate with your coworkers. Maybe you’ll value puzzle-solving over brute-force. Maybe you’ll see people as equals instead of as resources in your quest.

The messages of your game designs can say a lot about your worldviews. Are you being careful with the messages your games send on your behalf?

Categories
Geek / Technical

What Do You Wish You Knew More About?

As a child, I consumed information around me. When I discovered a topic existed, such as the Pacific Theater of World War II or how to create your own pop-up books, I wanted to learn everything about it. I read books, watched the History Channel back when they actually showed history (oh, the History Channel is this generations’ MTV, isn’t it?), asked questions, and pretty much did whatever I could to feed my passion for learning.

As I got older, I found I had to be more selective with my attention. I had more demands on my time. I couldn’t immerse myself in a single topic unless it was for school or work.

Or at least, I felt that way.

I have friends, grown-up friends, who I can say are still passionate about things I used to love. A few of them geek out when NASA or the ESA publicize their latest successful missions. Another loves all things dinosaurs.

And I realize how much I have missed about being passionate about a topic to the point of becoming an amateur scientist or historian.

The cool thing? I can immerse myself in something now, and I’m old enough to understand it a lot more than when I was a child. And we know so much more today than we did just 10 or 20 years ago, so there’s more to learn.

And even cooler, we’re still learning. We now know what Pluto looks like, and soon we’ll know more about the makeup of Jupiter. We found a regaliceratops in Canada last month when we didn’t even know it existed before.

Do you wish you knew more about theatre? About movie-making? About the lives of authors? How to start a business? Weigh-lifting and nutrition? Sustainable gardening? Game design and development?

Did you ever wonder what was in the ocean, whether here on Earth or on Neptune? Or have you ever thought about how thinking actually works?

And did you ignore the curiosity, or did you let it lead you to answers and more questions?

Categories
Games

Can Games Address the Vocabulary Gap?

I didn’t know that vocabulary is hugely important in someone’s development. Children from poorer families tend to know fewer words than children from wealthier families.

And according to the 1995 study by Betty Hart and Todd R. Risly called The Early Catastrophe: The 30 Million Word Gap, it’s an enormous difference that would take a lot of time and effort to address.

What’s more, the exposure to words by children in poverty tends to be negative in nature. Silence means you aren’t in trouble, but it also means you aren’t growing your vocabulary.

As you can imagine, being behind by millions of words means you can’t build upon those words. You don’t read as much, which means you don’t grow your vocabulary on your own time. Advanced lessons can essentially become meaningless gibberish, and you fall further behind your peers as you get older.

Education Week recently published an article that mentioned the benefits of technology regarding vocabulary skills:

With the right technology, struggling students can gain not only more word experiences per unit of time than they can from traditional instruction; they can also gain the right word experiences to prevent them from falling behind, giving them a real shot at excelling and achieving their potential.

Games are all about learning. I recall playing Lemonade Stand and learning the word “advertising”. I didn’t know it, and then I encountered it in the context of the game, and I had to learn what it meant in order to play. Today’s games can feature positive audio and speech, and speech-recognition means the player can talk to someone in-game in a safe environment.

But I was also privileged to have a computer in my home, as well as a dictionary and the know-how to look it up. Not everyone has access to smartphones and tablets and consoles and computers.

Many schools are trying to address the technology gap by ensuring there are computers in the classroom, and some schools have programs to assign a laptop or tablet to each student. But is it enough to address the technology gap?

And where children have access to such technology, do they have the games geared towards helping them with their vocabulary, and as a result, the trajectory of their lives?

Categories
Game Design

Dealing with Game Designer’s Block

You’re working on your game, and you are struggling to get it to come together.

Maybe it’s taking a long time to implement. Maybe you are in the middle of a large project and you’re getting sick of it. Maybe partway through you realize you haven’t even decided what experience you’re aiming for yet.

Maybe it’s time to take a short break to design a simpler game.

Simple Board Game

Brenda Romero’s introductory game design exercise is ideal in these situations. Instead of trying to create a completely unique and commercially-viable game, solving all of the various subproblems you find there, this exercise gives you a simple framework to build around while still giving you a chance to stretch your game design muscles.

Create a race-to-the-end board game, and iteratively build up a complete game. It doesn’t have to be something you can sell. It just has needs to be something you can point to and say, “I made it” and could be something you might whip together in a short period of time.

Doing these kinds of exercises is the equivalent of an artist sketching a quick drawing in a notebook with a pencil. It might not be lead to anything more, but it’s a way to actively engage your mind while also resting it for your main work.

Categories
Geek / Technical

You Have to Actually Do the Work to Claim You Can Do It

Yesterday at the day job, a coworker and I were discussing coding challenges. He was talking about how he came across one that, even though he knows how he would approach it, it would still be fun to do.

He said at one point, “I’ve never actually written a program to solve Sudoku.”

Another coworker chimed in to say, “Yeah, but you know you could write one.”

First coworker: “True, but while I know I could, I never have.”

And they went back and forth for a bit, with one arguing that he’s more interested in tackling the unsolved problems of the world rather than work on problems he knows he can solve.

I thought about his position, and I have concluded that he’s wrong.

I agree with the desire to work on something worthwhile. Writing your own Sudoku solver when others already exist isn’t likely to result in any significant, lasting impact. Solving engineering problems such as aiming NASA’s New Horizons at Pluto accurately over the course of almost a decade? That’s gratifying work.

But there’s a difference between knowing you could write a “Hello, World” program and being able to say you’ve done it, and it’s not just about bragging rights.

Here’s a “Hello, World” in C++ that took me a mere moment to write just now:

#include <iostream>

int main()
{
   std::cout << "Hello, World!" << std::endl;
   return 0;
}

I’m confident I don’t need to run it through a compiler to make sure I wrote it correctly. I write C++ code often enough that something this simple usually works just fine the first time, although feel free to tell me I made a mistake if you spot one.

But it wasn’t always this easy for me. Before I wrote code regularly, I’d make mistakes that would seem boneheaded to me today.

For instance, I might forget to include the iostream header in the first place. Coming from a QBasic background, where PRINT was a built-in command, it was odd to have to include a separate header to do something so basic as output text.

Another example is forgetting which way the streaming operators go for output versus input. << or >>? When I wasn’t writing code daily, I would have a hard time writing new code that used cin or cout because of this issue.

I had no idea there was a need to flush the output when I first started coding in C++, so I might leave off the std::endl, probably because I didn’t know it existed at first. I would wonder why my program wouldn’t spit out the text I expected to see, or why only part of the text seemed to make it and the rest was missing.

And of course, I might accidentally forget a semicolon or two.

That’s a lot of potential mistakes for a “Hello, World” program, and I am sure I ran into every single one and possibly more.

Before I was considered an expert C++ programmer, I could argue that I know how to write a “Hello, World” program. In general, that is. I knew the trick was to use some command to output a specific string, just like most programming languages.

Boooooooriiiiing! I’m above this. I want to do something more interesting!

I remember feeling this way, but I also remember the feeling the first time I tried to read some source code I found on the Internet. I couldn’t follow it! Everything was more complicated than it needed to be, and they used “advanced” things such as std::vector.

It was around this time that I found a good C++ book and followed the exercises in the chapters. I used to skip them because I thought, “Yeah, I get the gist.”

But actually doing the work helped me internalize the lessons. I didn’t have a vague, general understanding of the code. I KNEW the code.

It’s like the difference between being told about a majestic view of the mountains are and seeing it for yourself. One is story, and the other is experience.

“Hello, World” is pretty easy to master, but writing the code to handle input correctly and spit out appropriate output builds upon the knowledge you have for doing this easy work. And the new code will have its own common pitfalls that experts don’t run into anymore but that trip people up when they first encounter it. Did your stream try to convert the user’s input into an integer and fail? Are you handling this situation correctly?

Yeah, you might get the general idea and know you COULD write the code, but until you do, you don’t get to claim expertise in writing such code. Knowing the mechanics of diving isn’t the same as knowing how to dive. Knowing how to use color to simulate shadows and lighting doesn’t mean you know how to paint a bowl of fruit.

I would love to be involved in a worthwhile, complex, never-before-solved project, but it’s hard to demonstrate competence when I’m struggling with common mistakes in the solved problems.

You have to put in the work. Until then, you’re untested.

Categories
Marketing/Business

Creative Commons Has a Kickstarter Project to Create a Book About Open Business Models

There are always debates about business models. Years ago, everyone was saying that you should focus on Flash. Anyone who suggested Java was perfectly fine to use got pushback. When asked to justify Java for game development, people would say, “Look at how successful Runescape is!” and the Flash proponents would say, “But that’s the exception!”

Minecraft would come later.

Similarly, I recall talking to someone about a business model for making open source games, and I was told that you couldn’t make a living from it. I pointed out games such as Second Life and was told, “But that doesn’t count!”

Counterexamples in these kinds of arguments are always exceptions that don’t count for some reason.

Creative Commons, the nonprofit organization that enables the sharing and use of creativity and knowledge through free legal tools, decided to write a book on open business models to show how exceptional they really are.

We want to show the world the full spectrum of open business models made using Creative Commons. Our goal is to begin to answer what we consider one of the most important questions of the digital age: how do creators make money to sustain what they do when they are letting the world reuse their work?

As of this writing, the Kickstarter campaign has 20 days left and is almost halfway to its funding goal.

For the last couple of decades, people have questioned how you can make a living by giving away what has traditionally been protected by copyright, patent, and trademark law. And some of these people get animatedly threatened by the idea, as if it somehow smells too politically threatening.

While some websites have tried to list open business models in the past, I think an entire book on the topic would fill a void in the debate.