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Geek / Technical General

Merry Christmas, Blog Readers!

I hope that everyone is having a relaxing and enjoyable time during the holidays. Last minute shopping, gift wrapping, and driving through horrible weather should all give way to the fact that you’re spending time with loved ones.

Two years ago I took a picture of me with my cats for a Christmas card. It came out funny, partly because it was obvious that the cats wanted nothing to do with the camera.

Recently I tried again, and this time I put some more effort into it. The end picture came out great, but I had to go through over 170 pictures, my ineptitude with a camera, and two cats who wouldn’t sit still no matter what treats or toys I presented.

I hope you enjoy this video I made of the process!

Merry Christmas from me, Diego, and Gizmo!

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Games Geek / Technical

Game Suggestions for the New Wii Owner, Part 5

If you’re like me, you recently obtained a Wii and have almost no idea what games released over the past three years are worth playing. I asked for advice from friends, family, coworkers, and Twitter followers, and I received quite a few suggestions. Part 1, Part 2, Part 3, and Part 4 revealed 20 games I was told I needed to play, and today I present the next five games, in no particular order.

Mega Man 9

Mega Man 9 (rated E) is a WiiWare title takes the series back to its roots. The art design, audio, and game play are familiar to anyone who played the original game. Even the limited-edition box art was created to look like it came from the late 80s! Like most games in the series, you have to fight through 8 stages, each with its own boss. When you defeat the boss, you earn the ability to use his/her attack move.

There is even a Legacy Mode which makes the game pretend to be running a lower powered system. Sprite flicker is something any NES fans could tell you about, and now you can see it for yourself.

World of Goo

World of Goo (rated E) is also a WiiWare title, created by indie game developer 2D Boy. It’s a physics-based game in which you connect the balls of goo to form structures in an attempt to get the required number to escape to the exit. Of course, the levels are designed to make it tricky, so you have to figure out the best way to connect your balls of goo together. There are different kinds of goo, which requires you to use them in the most appropriate way.

It’s a humorous puzzle game, and the highly reviewed Wii version allows four players to participate at once.

A Boy & His Blob

A Boy and His Blob (rated E) is another game based on a blobby character and one that is a re-imagining of an original NES game. This version of the game was created as an update, and fans of the original game will find that it is a bit more casual in nature, allowing anyone to pick it up and play. Feeding the blob jellybeans turns him into different objects depending on the flavor, and you’ll make use of this feature to solve puzzles and progress through the levels.

I never played the original game, which is a shame because I always read about it in “Nintendo Power” back in the day. The new game is a beautiful update. I wonder if there is a way to turn the blob into a brick wall in this version…

You, Me, and the Cubes

You, Me, and the Cubes (rated E) is a strange physics puzzle game in which you throw tiny people at the cubes on the screen, all while trying to maintain balance. You’re trying to get as many people to stay on the structure without falling off, but it’s tricky. Some of the cubes have special properties, and they rotate after each stage.

While the controls can be finicky, especially when rotating the camera, and the difficulty curve can get steeper than many might like, You, Me, and the Cubes is a well-made puzzle game, available through WiiWare.

The Conduit

The Conduit (rated T) is a first-person shooter that has been praised for its high quality graphics and intuitive, customizable controls. It features a science fiction-based universe involving an alien invasion and conspiracy. The graphics engine was capable of creating imagery above and beyond what most people thought the relatively low-powered Wii could do.

While the story is widely considered to be mediocre, the game play is superb. There is a multiplayer option, allowing up to 12 people to join a game, and if you’re friends, you can use the Wii Speak chat feature as well.

Order Up!

Order Up! (rated E) puts you in the role of a restaurant’s chef. While Cooking Mama is the big name in cooking games, Order Up! focuses on the pressures of putting together entire meals for multiple paying customers. As orders come in, you need to optimize your movement through the kitchen. You can’t focus on making one dish perfectly because other orders are waiting. You need to multi-task, fixing various meals together.

See the Order Up! trailer on YouTube to get a better idea of what the game is like:

And that’s 25

I hope this list of 25 Wii game suggestions helps you. I had fun researching these titles, and I can’t wait to play many of them. Feel free to use one of the icons below to suggest this series to others, and make sure to leave a comment below to let me know what you think about these choices.

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Games Geek / Technical

Game Suggestions for the New Wii Owner, Part 4

If you’re like me, you recently obtained a Wii and have almost no idea what games released over the past three years are worth playing. I asked for advice from friends, family, coworkers, and Twitter followers, and I received quite a few suggestions. Part 1, Part 2, and Part 3 revealed 15 games I was told I needed to play, and today I present the next five games, in no particular order.

Okami

Okami (rated T) is an action-adventure game that was originally released for the Playstation 2, but enough fans demanded a Wii port. The art design is reminiscent of Japanese ink drawings and has been highly praised by the press and players. I watched a trailer, and it felt like I was watching an animated painting. The game play should be familiar to fans of The Legend of Zelda games, so expect puzzles and action. There is a Celestial Brush, which allows you to summon gusts of wind or create columns of water to walk across, among other things. Using the brush requires ink, which is a limited resource.

I haven’t played this game, but a lot of people told me I need to play it even before I was asking for Wii game suggestions. It seems the game didn’t sell very well, and a friend told me that the Wii controls are better in some areas but worse in others. Still, the Wii version does feature a widescreen mode, and if you can get past the controls, it probably looks better on the Wii in general.

The Legend of Zelda: Twilight Princess

Speaking of, The Legend of Zelda: Twilight Princess (rated T) was reviewed as the best Zelda game to date by a number of reviewers. Like any Zelda game, exploration and puzzle-solving are the main focus. The general storyline involves the hero, Link, trying to prevent Hyrule from becoming consumed by the darkness of the Twilight Realm. When Link enters this parallel dimension, he turns into a wolf, which gives him certain abilities. Of course, besides the sword and shield, there are the typical bombs, arrows, and boomerangs, as well as several new items.

It was released for the GameCube as well as the Wii. I heard that the game takes advantage of the Wii remote, so I held off on buying the GameCube version. Now I have a Wii, so I can finally learn how the latest Zelda title is for myself. While some friends told me that it was a fairly formulaic Zelda game, others said it was a must-have if you own a Wii. I’m a fan of the series, so I plan on getting it.

Geometry Wars

Geometry Wars: Galaxies (rated E) is a frantic action shooter. You control a ship and can move and shoot in any direction independently. At first the enemies are fairly easy to take care of, but as you advance, more and more appear on the screen. The longer you survive, the bigger your score, and you keep playing until you lose your last ship. The graphics remind me of a modern version of the classic vector graphics from years ago.

Galaxies has both single- and multi-player options. It keeps track of your high scores and can upload them to an online leaderboard. It also has Geometry Wars: Retro Evolved included, so you can play the same game that was originally released on Xbox Live Arcade.

Baroque

Baroque (rated T) is a role-playing game that is inspired heavily by Roguelikes such as NetHack. You start outside of Neuro Tower and you are trying to reach the bottom of it. Each time you enter, the dungeon layout is randomly generated, which means that no two adventures will be the same twice. As you gain experience levels, you get more powerful, but if you die, you are returned to the outside and have to restart at experience level 1 with all of your items missing.

Sounds punishing. Interestingly enough, the player’s death advances the plot sometimes, so it’s not always bad, and you can make use of certain locations in the dungeons to keep some of your weapons, armor, and items. I’m a fan of NetHack, which is a complex, rich game, and it sounds like Baroque is similar. Reviewers and the person who suggested it warn that the difficulty curve means it isn’t for everyone, but I definitely want to give it a try.

Excite Truck

Excite Truck (rated E) is a truck racing game. If you ever played Excitebike for the original NES (which, by the way, is getting an updated sequel available through WiiWare), this game is being called the spiritual successor. While the main focus is on racing, coming in 1st place isn’t the main goal. Throughout a race, you’re trying to earn stars by doing tricks and stunts. The raceways features hills and cliffs, allowing plenty of opportunities to make crazy jumps. There are items that deform the road so it changes completely, making the tracks fairly dynamic.

It was a Wii launch title, and I remember playing it at a video game store’s kiosk. While I like the Mario Kart series, I’m not generally a fan of racing games. Still, I enjoyed trying to do tricks and jumps, and I found that you can earn stars by getting really close to obstacles such as trees and rocks as you speed past them.

20 games down…

Only one more day left. Make sure to come back tomorrow to see the next 5 games in this series. Feel free to use one of the icons below to suggest this series to others, and make sure to leave a comment below to let me know what you think about these choices.

See the rest of the series:

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Games Geek / Technical

Game Suggestions for the New Wii Owner, Part 3

If you’re like me, you recently obtained a Wii and have almost no idea what games released over the past three years are worth playing. I asked for advice from friends, family, coworkers, and Twitter followers, and I received quite a few suggestions. Part 1 and Part 2 revealed 10 games I was told I needed to play, and today I present the next five games, in no particular order.

Mario Kart Wii

Mario Kart Wii (rated E) is the latest game in the Mario Kart series. It features various racing modes for one or multiple players as well as Battle Mode, which is my personal favorite from any of the games. It even lets you play online with the Nintendo WiFi connection. There is a Mario Kart Channel you can get for the main Wii Menu which allows you to play against friends online and send them your best time trial sessions as well.

I played Mario Kart Wii this past summer at a party, and we all had a blast. You can drive regular karts or the new motorbikes, race on plenty of new tracks as well as some classic ones from previous games, and choose between Nintendo characters or any Miis you created.

Yoga Wii

Yoga for the Wii (rated E) isn’t so much a game as lifestyle software, similar to titles for the Nintendo DS. It keeps track of your balance and movement using the Wii Balance Board and Wii remote. Yoga features three modes. One is Story Mode, which sounds the most game-like. Training Mode teaches you new poses. Routine Mode allows you to go through a series of poses which are either provided by you or the in-game guru.

In case you’re wondering, I’ve participated in yoga twice in my life, and both times were in the last year. Yoga forced me to bend, twist, and stand in ways my body couldn’t remember doing before. When you’re breathing hard, shaking, and sweating from trying to hold your body in a position that doesn’t seem like it would require much effort, you realize that yoga is pretty hardcore. Also, have you seen the people that do yoga regularly? They’re hawt.

Having the ability to do it in the privacy of your own home, at your own pace, with practically one-on-one instruction from a game that keeps track of your progress sounds fantastic.

Boom Blox

Boom Blox (rated E) was designed by the famous filmmaker Steven Spielberg. Yeah, I didn’t understand that either, but this game is a lot of fun. There are various play modes, including multiplayer party modes, and a built-in editor so you can create your own levels. The game features blocks, some with special properties, that are stacked up, and you generally try to knock them over, although some of the levels require building instead of destroying.

My favorite game was a Party Mode called Warlords. Each player takes turns throwing cannon balls in an attempt to get rid of all of the shiny blocks in their opponents’ castles. Using the Wii remote, you can try light tosses or heavily whip the ball across the level, taking out as much of the walls and towers as you can. A number of times a rivalry between two players will come to an end only for the winner to realize that a third player remained untouched throughout the battles. You have to keep your friends close and your enemies closer. B-)

Wii Play

Wii Play (rated E), even with mixed reviews from the critics, is the best selling non-bundled game of all time. It features 9 games, all of which are playable by two players, and it comes with a Wii remote to let you take advantage of it. Among the games to play are “Shooting Range”, “Table Tennis”, “Laser Hockey”, and “Billiards”. There’s a fishing game, a cow racing game, and a couple of games involving finding or posing Miis.

My favorite is “Tanks!”, which requires you to move, aim, and shoot all of the enemies on a level to progress to the next. Your shells can bounce off of walls, which allows for trick shots, but be careful because your shells can hurt your ally, too. If you’ve ever played the classic game Combat for the Atari 2600, you can think of this game as a heavy upgrade.

Wii Sports Resort

Another game in this series? Wii Sports Resort (rated E) makes use of the Wii MotionPlus, which makes the Wii remote much more accurate. There is a Table Tennis game in this one, but due to the better control accuracy, you can add spin to a ball, making the game much more strategic and true-to-life. There are sports games such as basketball, golf, bowling, and frisbee, as well as field games such as archery, swordplay, and canoeing.

I haven’t had a chance to play it or make use of the MotionPlus technology, but the improved accuracy sounds like a great thing to have. It’s too bad more games don’t make use of it, but the game does come with the controller supplement, and you can see the list of supported games to find other games you might be interested in.

And that’s 15 so far…

We’re only halfway through the week, and there’s still more to come. Make sure to come back tomorrow to see the next 5 and the rest of this series. Feel free to use one of the icons below to suggest this series to others, and make sure to leave a comment below to let me know what you think about these choices.

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Games Geek / Technical

Game Suggestions for the New Wii Owner, Part 2

If you’re like me, you recently obtained a Wii and have almost no idea what games released over the past three years are worth playing. I asked for advice from friends, family, coworkers, and Twitter followers, and I received quite a few suggestions. Yesterday I posted Part 1 in this series, featuring five games I was told I needed to play, and today I present the next five games, in no particular order.

Metroid Prime: Trilogy

Metroid Prime Trilogy Collector’s Edition (rated T) is slightly controversial. Getting three great Metroid Prime games in one collection sounds great, especially when taking advantage of the Wii controller, but apparently some people have noticed that some graphic effects involving water and beam weapons were actually worse than in the original releases. Watching a video, it seems like a shame, but when I said slightly controversial, I meant it. Most people seem to think that the difference is negligible and doesn’t detract from the series at all.

I already have the first Metroid Prime for GameCube, but I might pick up the trilogy just to get the remaining two games. It sounds like Trilogy is supposed to be the “definitive” Metroid Prime collection, and recently there was talk about how this game might be the Citizen Kane of gaming, although I personally find the choice a bit strange.

Super Paper Mario

Super Paper Mario (rated E) is another game in the role-playing Mario-based series, known for its humorous story and puzzles. This game was generally well-received by the gaming press, although some found the plot lacking. That said, the game play is relatively unique. Levels are played in the familiar 2D, side-scrolling view, but you can “flip” to a 3D view, allowing you to pass obstacles or find secrets you couldn’t otherwise. If you’ve ever played the indie game Fez, it seems the game play is similar…minus the “trixels”, of course.

The last time I played a Mario RPG, it was Super Mario RPG, the first one. I might have had a chance to watch someone play Paper Mario, and I remember hearing friends who don’t normally play video games talk about how they couldn’t wait for Super Paper Mario.

Zack & Wiki

Zack & Wiki Quest for Barbaros’ Treasure (rated E) puts you in the role of an aspiring pirate named Zack. It was a highly reviewed game that unfortunately didn’t sell well. It makes good use of the Wii remote, and the adventure involves a dead pirate’s ship and treasure. I had a number of people tell me that I needed to play this game, so it is on my list.

Wiki is Zack’s friend, a flying monkey of some sort, it looks like, and by shaking him as a bell (a flying monkey that turns into a bell?), enemies can turn into useful items, apparently. It’s definitely a quirky game.

House of the Dead:Overkill

If you’ve been in an arcade in the last decade, you’re familiar with the first-person shooter on rails zombie series. It’s B-movie voice acting and the over-the-top story are notorious among fans. House of the Dead: Overkill (rated M) is the first console-exclusive game in the series. It’s a prequel explaining the events before the first game, and it was partly inspired by the Grindhouse film Planet Terror directed by Robert Rodriguez. It’s violent, it’s gory, and apparently it is one more Guiness World Record holder on my list of suggestions, this time for being the most profane video game in history. This game is not family friendly, and it isn’t meant to be. The developers purposefully tried to recreate the feel of a class grindhouse, exploitation film, and the reviewers seem to think they managed to do it.

I’m usually not a fan of rails shooters. I prefer making choices about where to go and what to do, but House of the Dead games are still fun to play, especially with a friend. Overkill was highly recommended by a few Twitter followers, so I’ll have to look into it.

Dead Space: Extraction

Dead Space Extraction (rated M) is another prequel rails shooter. In the first Dead Space game, the story involves the crew of ship as they investigate the distress signal of a mining ship near the colony Aegis VII. The story about what may have happened gets revealed as you find digital diaries and other clues. In this Wii-exclusive prequel, you get to play as a member of the original mining colony, fighting against the always-creepy Necromorphs, mutant zombies based on the corpses of your friends.

I played the original Dead Space at a friend’s house, and while this game isn’t as open-ended, it’s apparently not a typical rails, arcade experience. It did not sell very well at all, but if you’re a fan of horor sci-fi movies, you may want to pick it up.

Thus ends Part 2

That’s the second half of the first 10 games. Make sure to come back tomorrow to see the next 5 and the rest of this series. Feel free to use one of the icons below to suggest this series to others, and make sure to leave a comment below to let me know what you think about these choices.

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Games Geek / Technical

Game Suggestions for the New Wii Owner

After years of waiting, I purchased a Nintendo Wii. A friend’s uncle was selling the Wii, 9 games, and a few controllers and peripherals for a little over $200, and I couldn’t pass up the deal.

With the recent price drop, I’m sure I can’t be the only one who has a new Wii and has no idea what games to purchase. So I did what anyone would do. I asked for advice. Friends, coworkers, family, and Twitter followers were all too happy to offer suggestions.

Over the next week, I’ll list out over 20 games that people have suggested I go out and buy, in no particular order. For today, here’s the first 5 in the list.

No More Heroes

No More Heroes (rated M) features a badass named Travis Touchdown, who ends up killing a ranked assassin and becoming ranked himself. He now has to defend his rank, and he decides to try to become the #1 assassin with all the rewards it entails. The game was highly praised by most reviewers. It’s incredibly bloody, at least in the North American version, so if violence and gore aren’t your thing, you might want to pass on it. I haven’t played it myself yet, but watching a few videos on YouTube, it’s now on my list. The game play is open-ended, although it is a bit more linear than Grand Theft Auto games. The game play reminds me of MadWorld (also rated M), which I have played, but it seems much more tame in terms of blood and violence. Of course, if you’ve played MadWorld, you know that’s not saying much.

Super Mario Galaxy

Super Mario Galaxy (rated E) is the third 3D platformer in the series, the previous two being Super Mario 64 for the N64 and Super Mario Sunshine for the GameCube. Sunshine sold and reviewed well, but it had its share of critics who claimed the game seemed unpolished. If Galaxy can be considered a comeback, it was definitive. Everyone loved it, and there are few complaints. Guinness World Records ranked it 29th out of 50 on its list of the top console games of all time based on the game’s initial impact and lasting legacy.

It’s not a bad suggestion at all! It was one of the games that I got in the bundle, and while I have only played it for part of one evening, I can see it being a lot of fun. Everyone I’ve talked to had nothing but praise for this game. Also, it’s has support for two players! I recall reading a blog post about how much fun it could be to join a friend or family member. One person can play the main game while the other can help him/her collect items.

I’m still not happy that a modern console game has a concept of lives. It’s not an arcade game, so it’s not like I need incentive to pump more quarters into it. I’ve already purchased the game, and limited lives does nothing but frustrate me. Then again, I was told that the game is similar to Super Mario World for the SNES in that it is easy to have a ton of lives without losing them often.

Resident Evil 4

For a long time, I was frustrated because I purchased Resident Evil 4 (rated M) for the GameCube, but I couldn’t play it because I lost the first disc when I brought the game over to a friend’s house. It turns out that buying the game a second time for the Wii is supposed to be worth it, so that’s good news. The Wii version takes advantage of the unique controls. If you are into survival horror, everyone told me that this is supposed to be the game to get. It’s on my list as well.

But, real quick, for people who have played it before, how scary is that chainsaw-wielding guy with the bag on his head?! I didn’t get to play the game much, but when I did, I could not find a way to survive the early mob he was leading. I thought I had secured a makeshift barricade, but the next thing I know, they’re swarming in from the windows and knocking down the doors! I can’t wait to try again with the Wii version.

Muramasa

I never heard of Muramasa: The Demon Blade (rated T) before coworkers and friends and Twitter users swamped me with the knowledge. It’s an action role-playing game set in a feudal Japanese era, and it was sold out in Japan within a week of being released. It allows you to use three different control schemes based on your preference, and it offers multiple difficulty levels, different playable characters, RPG elements, unique art and musical scores, ninjas, and swords.

Some complained that the action is repetitive, but I just watched some video of it. It looks very similar to a game I wanted to develop myself, so I definitely want to try it out. And quite frankly, playing the role of a ninja probably can’t get old. Just sayin’.

Punch-Out!!

Punch-Out!! (rated E10+) was considered a great successor in the series, and some of the additions make it a great party game as well. It has a two-player mode, for one thing.

It’s very similar to previous titles in that it’s a boxing puzzle game. Each opponent has a weakness, and you have to figure out how to exploit it while timing your moves. Most of the boxers are featured in previous games, such as Glass Joe and Bald Bull, bringing back fond memories for those of us who played the original game when Mike Tyson was featured.

Tomorrow…

And so ends the first five highly suggested games on my list. Make sure to come back tomorrow to see the next 5 and the rest of this series. Feel free to use one of the icons below to suggest this series to others, and make sure to leave a comment below to let me know what you think about these choices.

See the rest of the series:

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Game Design Games Geek / Technical

Randomness in Game Design

Greg Costikyan gave a presentation at GDC Austin ’09 titled “Randomness: Blight or Bane?”.

It’s a long post to read, but I like how this one is actually readable. Most presentations end up online as slideshows only. Without the speaker there, the context of a slide is also missing, and it is hard to know what you’re expected to take away from the presentation. In this case, it seems he took his presentation, put it into blog post form, and used the slides as images to break up the text nicely.

He opens it up by explaining how our sense of accomplishment requires that we feel we used skill to win. If you press a button that has a 50/50 chance of declaring “YOU WIN”, it’s not really compelling by itself. We won’t feel we earned anything. It was blind luck that resulted in a victory.

So naturally you would think that if you want compelling, interesting games, you need to eliminate randomness, right? Well, that’s a tall order, something I wish someone would have told me when I was designing early games in the Game Design Concepts course.

And yet, lots of popular, long-standing, “stood-the-test-of-time” games have random elements in them. Some are more random than others. For instance, a game I’ve been enjoying with my friends these days is Farkle. It has many different names and various implementations, so if you want to know how to play, you can read the rules yourself on the Wikipedia page. The point is that Farkle is a dice game, and as such relies heavily on the results of dice throws. It’s pretty random, and nothing about the result of your roll is impacted by your skill. And my friends and I are enjoying it.

Fun fact: Sierra Games put out a Hoyle-series game with a version of Farkle.

Ok, but when you win in Farkle, why aren’t you bored? It’s probably because the player is choosing when to rely on luck. If I have 1200 points, and only one die left, there is a 1 in 3 chance of rolling well and continuing with all six dice for even more points. If I take the chance and win, that’s a huge win, enabling me to increase my score greatly. If I lose, I lose the 1200 points I racked up. On the other hand, if I want to play conservatively, I can pass the die to another player and keep the 1200 points on my score sheet. Now the next player might roll that one die and try to build on my score, essentially riding on my success, or he/she can roll all six and start over.

Another way I impact the game is in how I choose which dice to keep. If I roll six dice and get a 1 and two 5s, I can keep all three of them, but I could also keep only one of them so when I roll the remaining dice, I have a chance of getting better results.

Without the randomness, however, what would Farkle be? Part of the game is essentially gambling. I sometimes take high-risk rolls on the off-chance that I will leap ahead in scoring. I sometimes fail. If I couldn’t fail, it wouldn’t be fun. I’m basing my decisions on my understanding of the odds of scoring with the remaining dice in my hand.

I would highly suggest reading the article, but here is a quick summary of the role of randomness in game design:

  • to heighten the realism of a simulation.
  • to break up symmetry.
  • to ensure variety of play, preventing players from predicting what happens next.
  • to offset the vast differences in skill levels between players to allow everyone a chance of winning.
  • to generate algorithmic content.

There is a point where Costikyan talks about why games like Chess and Go, which have no random elements and players in symmetrical starting positions, are able to remain interesting while games such as Hex and Twixt are “solvable”.

Games in which all players pursue the same strategy result in a win by the player who makes the fewest mistakes — or, if none, by the player who has the player-order advantage.

This is dull.

Chess and Go have strategic depth, and the symmetry is broken soon enough. Hex and Twixt have an optimum strategy. In Chess, each player isn’t using the same strategy. There are many that can be pursued, especially as the game develops. This reasoning is why my early attempts at those game designs sans random elements were so hard to make interesting. Especially because it was an early, rough design, there was no strategic depth! Whoever went first would win, and if someone was mathematically inclined, they would find a way to solve my games. One of the things I did in an attempt to fix this problem in my High School Reunion board game design was make it possible for each player to pursue different paths to victory. Apparently I was on the right path in attempting this, but as Costikyan points out, Chess was developed and refined over thousands of years, whereas I was designing my game part-time for a class. I’m not going to easily create a great game design if I am trying to avoid using luck to play a role. B-)

The article also mentions a few uses of random elements which seem pointless. For instance, weapon damage in Quake was random, but never enough to impact the game in a meaningful way. Most people wouldn’t know that it was random at all. So why include it at all?

His explanation of how randomness regresses to the mean, allowing strategic elements to dominate if both randomness and strategy is possible, is also fascinating stuff.

In game design, randomness is a tool. Like any mechanic, having a deep understanding of it can only help you apply it better.

Categories
Games Geek / Technical Marketing/Business

The American Gamer

People like to analyze NPD statistics on console ownership, so feel free to pop on over to The Great American Gaming Landscape if you want to see what this past year can tell you about the American gamer.

Or I can spoil it for you. B-)

Over half of the population plays video games, yet only a quarter of households own a next-gen console. Unless you count my Nintendo DS, I fit into these stats. My gaming takes place mostly on my computer, and I still have GameCube games I haven’t finished. Heck, I still have N64 games I haven’t finished. And SNES. And NES. And I have a few Atari 2600 games to go through. I should add that if you follow me on Twitter, you would know that I also play next-gen games at my day job’s employee lounge at lunch. My coworkers and I would play Metal Gear Solid games together, then N+ (yay, indie!), and now we’re on a Boom Blox kick. It seems lots of people who play next-gen games do so somewhere other than home.

Those people who insist that they needed to get every next-gen console so they don’t miss out on any great games? There are almost 3.4 million of them. Sounds like a lot, but that’s only a little over 1% of the population. Those people are elite.

Almost half of all households with a next-gen console have a Wii, which dominates. Most likely if you have a Wii, though, you won’t have a PS3 or a 360.

And with the Wii price drop coming, even though there is a dearth of quality games, it’s likely that the Wii will only get more popular, even in the face of new offerings from Sony and Microsoft.

Again, if you want more details, visit the link above. It’s fun to pore over the numbers. Just think: 75% of households who play games don’t own a modern-day console. If you make browser-based games or downloadable games for PCs, my interpretation of the data suggests you are a force to be reckoned with.

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development Post-mortem

LD#15: Mineral Miner Post-mortem

Ludum Dare #15 is over, and I already wrote that the results are in. Aside from placing well in Community, which shows how much I love participating in LD48, I also saw my overall ranking come in at around the 40 percentile. I was ranked #63, which sounds good, but there were a number of ties for previous rankings. Out of 144 entries, Mineral Miner was 87th. It’s much better than coming in almost dead last in the previous Ludum Dare (and not completely last only by virtue of two other entries not getting rated at all), but I’ve done better.

Let’s look back on this project and see what happened. First, let’s go over a summary of the game. Mineral Miner turned out to be a puzzle game in which you drive around a cavern in a tank, getting out to collect minerals. You can only collect one mineral at a time, so you need to drop off collected minerals in your tank to collect more. If you are near a monster lair and not inside the safety of your tank, a monster will come out and chase you. If a monster catches you, you lose. If you collect all the minerals, you can leave the level and win.

What Went Right:

  • Rapid Prototyping on Paper I took a free, online game design course at GameDesignConcepts.wordpress.com, and I was able to put use those skills to great effect. During the competition, I posted about my prototypes. With only 48 hours, it can feel painfully slow, but I iterated through the design, adding a new mechanic, trying it out, and deciding whether to keep or remove it, and then repeating until I had something I thought might be fun. Painfully slow? It took me almost no time at all. In previous LD48s, I’ve been known to add mechanics at the last minute in an attempt to make a game out of the code I was writing. This time, I knew exactly what mechanics I needed, and there were no real surprises here. The finished game ended up playing exactly how I hoped it would. Prototyping!
  • Quick ‘n Dirty Graphics I’m not terribly familiar with art tools, such as The Gimp, and so every LD48 I find myself looking up how to use it to create what ends up being ugly art for my games anyway. I decided that this time, I wouldn’t try to make anything fancy. If I have any images that need text, I will use the basic text tool instead of the script-fu that creates cool looking logos if you tweak parameters just right. The tank? A square with a dot to let you know which way is the front. The driver? A yellow circle. Hey, it worked for Pac-man. I was able to focus more of my time on making the game because I wasn’t frustrating myself with trying to create halfway decent artwork.

    Screenshot-Cavern Game

    CavernGameCollisionDetection

  • I Made Sound Effects This is my fifth Ludum Dare, and only the second time that a game I made had sound effects. Because I had a game that pretty much worked the way I expected it to, I had time for some polish. I made a list of sound effects I thought I would need, used sfxr to create the beeps and boops, and wrote the code to tie it all together. Adding sound really makes a big difference to a game, and I was glad that I could do so for this one.
  • Faster Build Times and Lighter Distributables Because I had been doing some work on my Vampire Game, work that involves using TDD from the first line of code, I also did some work on my build scripts. Going from a 10 minute build time with a distributable that is already 10+MB due to including source libraries to a build that finishes in seconds and is less than 2MB is amazing for productivity, especially as it comes down to the final hour of the competition. Everything happened so much faster, keeping me focused on game development instead of getting distracted as I waited for a build to finish. Now, it isn’t as if my builds always took 10 minutes, but going from checked out source code to a complete build would. Once the libraries were built with my old system, compiling and linking would still take some time, much longer than the time it took with my new build scripts. Plus, one of the complaints I would get from previous competitions is that my game package was so large, so that’s one complaint I did not see this time around. B-)
  • Simple AI Goes a Long Way I remember taking a few minutes to think about how I wanted the monsters to interact with the level. Should they obey the walls and other obstacles, like the player has to? If so, that would take a bit of AI programming. I don’t have much experience with AI, and I didn’t want to take the time to learn it for this LD48, so what did I do? I made the monster head towards the player every step, ignoring the environment. I could explain it away. It’s a monster. Maybe it climbs walls like crazy? The big surprise was how well it looked. Besides making it move towards the player, I also made the monster randomly move horizontally or vertically to do so. Combined with the sound effect when it comes out of its lair, the twitchy looking monster moving really fast at the player actually feels scary.

What Went Wrong:

  • Distractions I have two cats, and both of them have been featured in previous LD48s, so I won’t focus on their antics too much. My home office wasn’t in a usable state, so I was out in the kitchen or living room. The cats love distracting me from productivity, and LD#15 was no exception. The one thing I did my hardest to control was external obligations. Anytime someone wanted to make plans with me for the weekend of LD48, I would politely tell them that I was busy. And it worked! I was able to focus almost entirely on eating, sleeping, and LD48ing…except for the Chicago Fire game.

    Chicago Fire vs D.C. United

    I won tickets to the Fire vs D.C. United game, which happened to be the same weekend. They were really good tickets, too, and so I made an exception. In practical terms, I lost a good chunk of Saturday. I was able to get the game finished, but having an extra hour or two would have been good for tightening up the graphics and audio. On top of knowing that, the Fire lost, so it wasn’t even as fun a game to watch from the 2nd row as it could have been.

  • The Sound Effects Were Very Rough By far the biggest complaint from people playing my game is that the audio hurts. I was able to get audio in within the last hour of the competition, but I didn’t have time to adjust it. I knew that some of the sound effects were loud and obnoxious, especially the one that plays when you bump into walls, but I couldn’t dedicate the time to tweaking it. The deadline was looming, and I still had a few more programming tasks to complete.
  • There’s Only One Level Right before the end, I realized that I did not have a victory condition. I had programmed a way to lose if a monster caught you and also if you tried to leave the level without collecting all of the minerals, but someone will eventually collect all of them. What then? Ideally, I would have added code to load the next level, created that level, and kept going. In fact, Level 2 is in the distributed game, although it is a copy of Level 1 and there is no code that knows about it. I was thinking about taking Level 1 and breaking it up into at least three levels, with each level introducing new puzzles and getting progressively more difficult. Three doesn’t sound much better than one, but it would have made a big difference. The player would have felt that progress was being made, and the later levels could introduce the trickier ways to deal with monster lairs.
  • Level Loading Bug I could not figure it out in time for the deadline, and I still haven’t looked at it since, but every so often, the level loading code would choke on the data, bringing the game to a halt. Sometimes shutting down the game and rerunning it would work. The data came from a text file, and my code is supposed to load a single character at a time, mapping the value to a tile. Sometimes, however, it would choke because a single character variable would have a value that is two characters long. For a time, I was dedicated to fixing it, but with only 48 hours, a good chunk of which I couldn’t make use of, I decided that since it wasn’t a show-stopper, I would keep going. I really wish I could have figured out why that bug was there. Besides ruining the perceived integrity of the game, I know at least one person didn’t review it due to this crash.
  • Making a Puzzle Game I didn’t set out to make a puzzle game. I didn’t want to worry about creating a lot of content. One level might not be such a problem if the level was varied and fresh each time you played. I could have created a procedural level generator, but I never built one before. I didn’t want to spend time learning how to do so, nor did I want to spend the time tweaking the algorithm to make nicer levels even if I did end up accomplishing it. Out of all of the ideas I came up with, the game I liked the most ended up being a puzzle game, which unfortunately meant I was either going to spend a lot of time making clever levels or finish a game with hardly any levels. It ended up being the latter.

What I Learned:

  • Rapid Paper Prototypes Work My game design skills are sorely lacking, but I’ve been able to practice what I learned in the game design concepts course, and it really paid off with Mineral Miner. I’m not claiming that it’s a fantastic game, but it did rank #45 in the Fun category, putting it in the top 50%, and #27 in the Innovation category, which puts it in the top quarter! It feels good to know that the game design I prototyped early on before writing a single line of code came together, and the comments for my entry showed that people saw a lot of potential in my game. Everything I wanted to put into the game, I learned from minutes of drawing on paper and messing around with tokens. I didn’t need to have a game engine coded up to explore, discard, and introduce mechanics, which means I saved a lot of time that would otherwise have been wasted on code that would get thrown away and changed needlessly.
  • Quick ‘n Dirty Graphics and Audio Can’t Be Permanent My art and audio work was minimal and saved me a lot of time, allowing me to work quickly at getting the game play up and running. Unfortunately, my overall rating got hurt here. I was near the bottom in the Graphics category at #104 and surprisingly a little better in the Audio category at #77. I was hoping for time near the end to replace crude art and sounds with better ones, but it didn’t happen. On that note, even if it did happen, it wouldn’t be more than marginally better since I don’t have the practice and skill with my art tools. One suggestion was to use images of my prototype work, and I agree, the drawings look much nicer.
  • My Pacing Still Needs Work I felt much more confident about my entry this time around, but I still found myself finishing the game at the last minute. There’s very little time for polish when the complete game forms only an hour before the deadline! It’s especially a concern since I decided to go with quick and low-quality art in order to get the game running as quickly as possible. I probably could have set mini-deadlines for myself. 48 hours sounds like an incredibly compressed period of time to make a game, and it is, but it’s still enough time to flounder. Early on, I have two whole days to worry about everything. In the last 5 hours, I’m in crunch mode. I could stand to manage my time and prioritize my tasks much better.

If I could do LD#15 over again, I would try to manage my time better. I could have had the prototype work done much earlier on, leaving me with more time to do the actual programming and arting. I might have been able to get more levels and variety in if I didn’t waste 5 or 10 or 20 minutes at a time wondering what to do. Still, even though Mineral Miner wasn’t a winner of Ludum Dare, I felt it was a success. I designed early on paper instead of designing with hard-to-change code, and I was able to focus on making the game I felt had a chance of being fun. People said they enjoyed the game and wished there were more levels. It was a complete game, meaning that aside from the level loading bug I mentioned above, everything that happens in the game happens because I designed it that way. In 48 hours, a complete game that provided some entertainment for others is a good accomplishment.

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Game Design Game Development Games Geek / Technical Linux Game Development Personal Development

LD#15 Results Are In!

It’s 2 weeks later, and Ludum Dare #15 is officially over. The results are in, and I placed 5th…in the Community category. Unfortunately there was no food category this time around, or I could have gotten the gold in that one. B-)

Seriously, congratulations to the makers of the top ten overall entries! The #1 overall game was Beacon by ChevyRay, which was also featured on IndieGames.com’s Freeware Game Pick not too long ago. Congratulations to ChevyRay for making a splash there!

I’ll have a post-mortem of the Mineral Miner soon, but here’s a summary of how I did: badly in graphics and audio, decent in humor and fun, and well in innovation and theme. A number of people REALLY hated the audio, but they seemed to really like the actual game play. When people are unhappy that there is only one level, it means I left them wanting more in a good way. B-)

My entry ranked #63 overall, being 87th out of 144 entries. There were a number of ties for various placements, so the ranking only goes to #107. I’m a little disappointed in how well my entry did, but there was some great competition. I did much better in LD#13, but I still consider this Ludum Dare to be a success for me. I had a finished game by the end of 48 hours, one that got some great feedback from players. I got to practice skills from the game design concepts course I took this summer, and I would say they really helped me put this game together before a single line of code was written.

Once again, congratulations to the winners! There are some fantastic games in the mix!