Archive for the ‘English’ Category

Space-constrained DEFENDER

Wednesday, July 16th, 2008

Defender

DEFENDER of the Favicon is a port of the original DEFENDER by Eugene Jarvis. This version, through webdev voodoo, was made to sit in the space reserved for Favicons in browsers: a mere 16×16 pixels!

Agreed, this version is much simpler than the original DEFENDER, which could mean that Mr Jarvis had already used his available space in a very optimized fashion. Nevertheless, this minimal version manages to capture the general feel of the game un just a fraction of the original space, which is quite commendable.

I strongly suggest you play this version and then play the original somewhere, in order to compare them.

Making History: Spore devs release early prototype

Monday, July 14th, 2008

Over at the community pages of Spore, the long-awaited (at least for me) “Sim-everything”, developers have released an early prototype, probably used to develop the space-phase, since it deals with gravitational interaction of particles.

From the article:

Usually these prototypes are never seen by the public, but we thought some of the more intrepid players out there might enjoy playing around with a few of our early Spore prototypes. Keep in mind these are not tested, supported or even easily explained.

I have tested this prototype, and it’s really not player friendly. However, since I started making video games, I’ve manipulated countless prototypes or small “code toys” quickly hacked together to prove a certain point or to test an idea. These objects end up being stronger references to the team than every document you will ever be able to write, and yet they are systematically forgotten after the game has shipped. (more…)

ENJMIN - New vintage of games and interactive experiences

Saturday, July 12th, 2008

Sorry about the short absence, work got the best of me.

What I intended to talk about earlier this week was about the latest crop of projects to come out of ENJMIN. Every year around the end of June, first year students demo their interactive pieces to the public.

This year, a grand total of seventeen works were presented. Not all of them are downloadable yet, I’ll update the list as they hit the web. Read further for the full list. (more…)

Measuring “choice” in games

Friday, July 4th, 2008

While reading a very interesting post over at Chris Bateman’s blog about player choice in games, I obviously tried to find a constraint in how much power over the game you give your player, ranging from total (sandbox games) to none (his Guitar Hero example is quite fitting).

But then, reading it again, I wasn’t so sure it could be called a constraint. Player agency is a variable you can adjust while designing, but it has no real, tangible value you can set as reference. You can say “This game gives me more choice than this one”, but it’s hard giving both games a value you can compare mathematically.

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Constraint: Controls

Tuesday, July 1st, 2008

I consider control to be the last of the constraint categories based off the physical characteristics of play. Also, it is one of the few “universal” constraints I might talk about, as it is applied to any kind of games. I would even go as far as stating that most games are determined by some form of constrained controls.

Atari Jostick

If space determines how many game elements the game can hold and how they can be arranged, it is by control that a game action is carried out, changing the state of one or several game elements.

Control possibilities affect the way we interact with a given game system. Changing the associated control scheme (a subset of input possibilities) of a given game modifies it directly. The nature of this modification can be objective (the rule system is modified) and/or subjective (our perception of the game is modified).

Every game has an incompressible associated control scheme, where each possible recognized input offered by the scheme has an associated game object or state. In mathematical terms, the relation between controls and game objects is injective, i.e. for every element of the control domain, there is at most one associated element in the game domain, while there can be elements in the game domain with no corresponding element in the control domain.

Okay, so I might have gotten a little bit too enthusiastic with the math there. Basically, it’s a fancy way to say that a game’s control scheme allows you to interact with a limited number of game objects at a given moment. Games never give full control of game objects to a single player, because then it stops being a game to become a toy.

Video games are a very good laboratory to study constrained control, as inputs are noise-free, whereas in the physical world, passive non-game objects can interfere with the accomplishment of a game action. There are two main archetypes of input methods: continuous (mouses and joysticks) and discrete (buttons).

(Actually, “continuous” control methods are not really continuous, they are discrete input methods with many different possible states. However for simplicity’s sake, we will admit that from a human point of view, these devices appear to be continuous.)

But since real life is continuous, why even bother with those limited, boring old buttons, then? There’s a very good reason to that. The main benefit of discrete inputs is that they are very simple to understand. Our brains are very skilled at handling binary logic, not so much fuzzy logic. Imagine you want to fire a gun in a shooting game. Compare these two trails of thought: “if I press this, I will fire” and “the more I push on this thing, the more likely I am to fire”. Which one seems simpler?

Furthermore, early computer games have shown that continuity and simulated continuity are barely indistinguishable. All arcade joysticks, like the one shown above, had in fact only eight possible directions. To move around in the original Doom, you only needed the four arrow keys. In every modern FPS game on the PC, as complex and extense as they are, you get a very fine control of avatar movement by using only four buttons (the staple WASD keys) and one analog input. In Halo 3, you control your avatar with two analog inputs.

Again, the path I’m walking here has already been tread. It has been extensively demonstrated that most games can be controlled by using only one discrete input. I could point you to a fine Gamasutra article on “One Button Games” from some years ago, or the recent GameCarreerGuide Game Design Challenge on one button shooters.

My point here is that control is an effective and primordial constraint indissociable from the concept of “game”. The very moment we accept to limit our own actions to the actions allowed by a system of rules to achieve a non-trivial goal, we are playing a game.

And yes, I’ve been reading Huizinga.

Whoops!

Wednesday, June 25th, 2008

Likeliness for a media backlash and general racial and religious controversy around this game: 100%

Likeliness that many people won’t get past the first level of interpretation when playing: 100%

Actually, this looks only like cheap provocation, whereas September 12th was a little more nuanced in its delivery of the same message. Its just too easy to interpret this game the wrong way…

Update: The story ended up pulled from IndieGames.com, after generating a storm of negative comments and racist flames. I think it managed to stay up for, what… two, three hours? I guess my 100%s weren’t that off.

Anyways, you can still follow the controversy over at the Something Awful forums.

Paris GDC 2008

Wednesday, June 25th, 2008

The reason I’ve been away from the blog lately is because I was attending the Paris GDC event, held at the “Coeur Défense” conference center. Let me tell you about it a little!

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DESIGNER NOTES - Sid’s Revolution

Friday, June 20th, 2008

A recent article by Soren Johnson states:

However, a more important (and actually true) first is less often mentioned - CivRev is the first Civ since the original to be designed and programmed directly by Sid. Every line of game and AI code (and probably quite a bit more) inside the game was written by Sid himself, for all three versions: 360, PS3, and DS.

I believe it’s great that just one man (even if it’s “just” Sid Meier) is able to program the game for three platforms at once. It is almost as if he acted like a modder of his own game.

Also, if you take in consideration the date CivRev was announced, now that we know only one person programmed the gameplay for two radically different platforms (more like two actually, seeing how the PS3 and Xbox are pretty much oversized computers), man, was that fast development or what!

Really, I would love seeing more of this: spend less time creating assets and more time creating gameplay! Please?

via: DESIGNER NOTES » Blog Archive » Sid’s Revolution

Spatial constraint: gamma 256

Wednesday, June 18th, 2008

The gamma 256 contest was held by the Montreal-based Kokoromi collective in november 2007.

The requirements for entering the event were to submit a playable video game whose resolution had to be equal to or less than 256×256 pixels. The event received many brilliant submissions, amongst which were indie hits Passage, Bloody Zombies and Mr Heart Loves You Very Much.

This has “spatial constraint” written all over it!

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Constraint: Space

Friday, June 13th, 2008

Space is the most logical constraint to consider after time. It is also one of the most obvious constraints I might talk about, due to its widespread use.

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