Navigation
About

This is Graham's personal blog about game design, generative art, and whatever other interesting things grab his attention.

It may be slim now, but add it to your feed reader... There is more to come!

My other web-based bits

Categories
Search
Recent Bookmarks
Login

Entries from March 1, 2009 - March 31, 2009

Monday
Mar302009

Evernote: The Best Notepad I've Ever Used

During my time off these past few months, I've had the privilege of being swamped with creativity. So much, in fact, that it's kind of prevented me from actually creating anything! However, the situation could have been a lot worse if I hadn't been using Evernote.

 

This is a fairly simply note taking tool. It lets you create a new note from a global hotkey, and quickly jot down whatever is on your mind. The note can then be tagged, and is saved as soon as you finish typing.

Once you've got a heap of notes, you can browse all your notes on a long roll sorted by date, filtering them by tags or keyword searches. This is pretty expected functionality, but in practice Evernote makes the process very smooth an intuitive.

Finally, Evernote has a few other special features that bump it over a glorified todo.txt:

  • Full RTF and HTML support, so notes can be formatted with bullets, tables and images.
  • Online syncing and writing: You can rune Evernote on multiple computers and have the same set of notes on each, as well as creating and accessing those notes online, and posting new notes by email.
  • If you use the online syncing, it also performs text recognition in photos, which is used by the search index. Take a photo of that napkin game design, email it to your notebook, and search for it later.

Evernote is definitely not a replacement for the personal wiki that many of us have. It doesn't allow notes to be linked to each other, and can't impose any structure on notes other than tags and dates. But for something fast, easy, and transparent to make sure that your ideas get recorded somewhere, and are available whenever you need them, you could hardly do better.

Evernote Home Page

Saturday
Mar282009

Link Dump (weekly)


Posted from Diigo. The rest of my favorite links are here.

Saturday
Mar142009

Link Dump (weekly)


Posted from Diigo. The rest of my favorite links are here.

Friday
Mar132009

Managing Your XBox Download Queue Online

I just noticed, you can queue games to be downloaded to your XBox from the Live Website. This is awesome! Someone tells you about a demo you need to try? Just pop on there and queue it up. Verrrrry slick.

Thursday
Mar122009

Play is Vital

I just watched an awesome video on TED today: Stuart Brown: Why play is vital -- no matter your age. This highlights a number of interesting things about play (as opposed to gaming) that I'm personally really interested in.

One thing that's always been important to me is this particular definition of play, not related to gaming: That play is the amount of slack or looseness in a system. ("The gears kept slipping because they had too much play.") Extending this, for me personally play has always been about sandboxing within a system. That is, flexing against the rules of a system in order to find creativity. Those who know me can attest that I lean towards sim games and sandbox games, and that I get an absurd amount of entertainment from silly software toys. Puzzle games have become a surprising well of joy for me in the past few years. Conversely, I've become increasingly weary of linear games, narrative games, and 'mindless action games'.

This morning I was playing around in Ableton Live, a software synthesizer. As I was tweaking some parameter on an instrument, it occurred to me that I was getting the same kind of elation and flow that I get when I'm playing Dwarf Fortress, taking the system that is there and trying to make something new and beautiful. I also get these same sensations playing with pure simulators such as Darwin Bots.

Most of the joy I get out of gaming comes from this play. It has occurred to me lately that play is more general than gaming, and that it extends off the computer. This, along with conversations like the one in the TED video, have prompted me to look back into my childhood and examine some specific examples of play that aren't necessarily related to gaming that I can bring forward again and place into my game designs.

Tuesday
Mar102009

Six Ways of Experiencing Gaming Pleasure

Found an awesome post on ihobo called Why You Play Games (via Raph Koster).

Basically, Chris proposes 6 biological reasons that games become addictive, and ties them in to several commonly used player profiles. The article is very interesting and worth a read, but I think that a quick summary is valuable as well:

  1. Skinnerian Reward Schedules: Pleasure is caused by working towards and attaining something. "Achiever" (Bartle).
  2. Solving a Difficult Challenge (devising strategies, solving puzzles): Pleasure is induced from making a good decision. The harder the decision, the greater the reward.
  3. Surviving a Difficult Challenge ("hardcore" gaming): A large pleasure hit when "victory" is achieved. Often accompanied by a kind of pleasureable anger while trying to overcome the challenge. "Hard Fun" (Lazzaro), "Conqueror" (Bateman)
  4. Satisfaction of Curiosity (through things such as exploration): Pleasure comes from the sense of wonder of novelty, and from finding things that are 'interesting'. "Easy Fun" (Lazzaro), "Explorer" (Bartle)
  5. Inciting Excitement (time pressures, combo chains, extreme speeds and orientations, fear): Is generally pleasureable to experience excitement. Also increases reward from finally achieving victory. "Serious Fun" (Lazzaro)
  6. Playing with Trusted Associates: Simply interacting with people we trust (either friends or strangers) causes pleasure. "Socializers" (Bartle)
  • The first three are "Big Hits" of pleasure, but generally have more displeasureable penalties or conditions for success (e.g. grinding to achieve a level).
  • The last three are "Continuous Hits", easier to achieve as a player but not as powerful overall.

Also, just for the record: Bateman Player Types, Bartle Player Profiles, Lazzaro Player Experiences.

Monday
Mar092009

PFrank - Easy Regex-Based File Renaming

Anyone who spends 8 hours a day on a computer pushing around assets for a big game has at one point or another needed a way to rename bunches of files at once. I've been looking for a good tool to deal with mass-renaming for some time, and they all generally fall into two categories:

  1. Namby-pamby tools that can't do much but change a file extension or add a number to the end.
  2. Command line tools that, while powerful, are obtuse and dangerous.

Recently I came across a nice free tool that sits (for me) in the ideal middleground: PFrank.

PFrank is quite powerful, utilizing regex for it's main renaming functionality, though it supports standard windows wildcard matching as well (E.g. *.jpg to select all jpgs). Where it really shines though is in the peace of mind it offers for large operations. It lets you preview your renames on a bit of sample text while editing, giving you a chance to get the expression just right. As well, before the rename is run, it will preview the entire operation, showing the before and after of all affected files. Finally, you can save an undo file, letting you easily revert a rename operation.

There are a load of other features as well that may or may not be useful to you: You can save rename operations for later, for example to run them periodically, or to share with coworkers. You can write custom renaming plugins in Python to handle complex cases. It will read metadata out of images and audio files, allowing you to rename files based on this information.

So I'm sure that all my programming buddies are going to point me to some tool in cygwin that can do everything this can and more. But this is a tool for those of us that don't live on the command line and still need advanced renaming functionality.

Sunday
Mar082009

A Rant About Dungeon Crawlers

So the other day Titan Quest was on sale for $5, so I picked it up. Some friends had said good things about it, and since it was cheap I grabbed it and spent an afternoon on it.

However, dissatisfaction set in almost immediately. I chose a skill of some sort that gave me a +2% bonus to something-or-other per rank. It struck me hard and fast. Two percent? In order to see a decent effect from this, I'll probably need to get it to 25% or so (that is, to the point where it makes an appreciable and visible difference in immediate gameplay). That's 13 ranks, or 4 levels putting points nowhere but into this skill, and a level is gained only about every half hour or so (at this point at least).

And most importantly, it was a passive skill, meaning it wasn't any fun to use. In fact, if it was doing it's job I wouldn't even notice it was there.

So the goal of the game at this point was for me to spend two hours working towards something that would ultimately add nothing to the game. Hmm. What's going on?

Mirrored Escalation

One thing that has often and increasingly bothered me about RPGs is the idea of mirrored escalation. You work so hard gaining levels and upgrading your equipment, and the enemies are doing the same thing. Every average-joe baddie takes 3 strikes to kill. At the beginning of the game He's got 15 hit points and you do 5 points a hit, and by the end you're doing a whopping 10,000 damage per hit, but the enemies have 30,000 hit points (or move faster, or there are more of them, or whatever).

Basically, the challenge remains more or less constant through the game. Then, the application of points towards skills is important, and the fact that each skill is only a minor 2% increase in performance is important, because it makes the player sometimes a little behind the enemies, sometimes a little ahead, and keeps the balance from being too static.

As well, the game has well over 100 skills and abilities. By keeping the numbers small like this, it makes balancing much more feasible. Even if some skill or class is much better than another, it's only small percentage points better. Even if a player has put in hours more playtime and has several levels on another player, it only amounts to a few barely-significant ranks of a skill. This is important especially for single player, because no matter which class the player chooses, they still have to able to become the hero.

This is completely standard for the genre, and as much as I dislike it, it is what it is.

What I Would Do Different

Well first off, I wouldn't make a dungeon crawler. Mirrored escalation and incremental levelling are part and parcel with this theme, without them it's kind of a different game. But let's say that I needed to make a game that was 'in that same arena'. What would it look like?

Well, gaining abilities is fun, it's just levelling them that isn't. Giving a player a new verb enriches their experience. Making an incremental change that is nullified as soon as they walk through the next doorway... Well, that feels like a waste of time to me. An example of a game that I felt had a really interesting progression of skills was Ratchet and Clank (the whole series, really).

Not a dungeon crawler, but I blame that on camera and level design. Really, there were a wide variety of skills (weapons and gadgets) that the player could acquire, each with different play styles and special effects. Each one was very different from the next and had an immediate noticeable impact on the gameplay once it was acquired. Players would find their favourites and stick with them. (Yes, the weapons could be leveled up, but that's not the part I'm interested in.)

With more emphasis on verbs and terms of engagement, I think the gameplay could afford to become more tactical than it is in a standard dungeon crawler. Instead of just coming down to an equation of the total enemy hitpoints vs. the total player damage, it becomes more a task of being equipped for the job. This breaks down in single player... provided you want every player to run through the same game. (More on that in a sec.) In multiplayer, this really shines, reaching a conceptual peak at something like TF2. In any case, using the Fire Arrow Barrage because it's more my style, or it's right for the job, not just because it has 2% higher DPS than Mighty Ice Smash Wall.

And indeed, instead of the constant levelling and incremental rising of traits, I'd prefer to focus more on specialization. This happens kind of by default in these games (where putting points into Magic makes you less effective against equal-levelled enemies using Physical), so the difference between a level 40 mage and a level 40 barbarian are largely just a matter of specialization. But the difference between a level 1 and a level 40 are huge! Contrast this with the Ratchet and Clank example. The increased arsenal of the 'high level' player may give them tactical superiority over a newbie, but in any direct confrontation they have similar odds of achieving success.

Same Name, Different Game

Is it possible to make a dungeon crawler that eschews these rutted patterns in favour of something more tactical, where upgrades focus more on gameplay results than on tweaking the statistical engine?

Yes!

I call it Nox. If you even remotely agree with what I've said in this post, you owe it to yourself to play that game. (And if you have a hankering for some multiplayer, get a hold of me and we'll see if it still fires up!)

Although Nox still contains leveling, for the most part it's merely a gateway to acquiring new unique skills. A battle can be gloriously won or horribly lost depending on only on the placement of your character. There are only a dozen or so types of weapons in the whole game, and there is definitely no 'best weapon'. And the multiplayer was fantastic.

So what's my point? None in particular. This was mostly just a rant that somehow turned into a sales pitch. I guess if I was going to take something away from this it would be that we should never feel limited by the genres we build in; there is always room for improvement, and there's always room for improvement in the direction that you want to improve. Also, in my spite-filled opinion, incremental leveling sucks.

What are the big genre conventions that really get under your skin, and have you found any stand-out games that buck them while still staying true to the roots of the genre?