Saturday, November 13, 2010
Tapping the Theme
The simple request I have is that you think about your theme and your gameplay as integrally tied together. For the sake of creativity, your theme is the best possible fountain of innovation.
I make iPhone games. I spend almost all of my time thinking about apps, finding ones I've heard about, researching, and playing apps, just because I want to know why and what people are trying to accomplish. Sometimes I have an idea for a game, and then I search for similar ideas on the app store. 100k apps, I will find forty apps for any keyword I search.
Recently I was thinking about sheep-herding. Plop your finger down, and the sheep are repelled. Corral them into their pen, add some obstacles, done. Finger-swiping good. I then searched for sheep on the app-store. Oh, there we go, several sheep-herding games, a couple of which were solid. Done, next idea. No point in being derivative.
But what about the other fifty sheep-related games: half of them were physics platformers and sheep-launching games. What the heck? Free the sheep from its dangerous surroundings. Tap the sheep to make it go higher and higher. Not bad games. But why the heck am I freeing sheep from a physicsy tangle of boxes and ropes. Or why am I sending a ram flying through some otherworldly space-portal?
I am being harsh. Worms is an excellent game, and worms have no relation to the theme of scorched earth. Angry Birds: totally ludicrous concept, top of the charts for months now.
But I implore you to please consider why you chose your theme. Or why you chose your gameplay? I know a lot of us are making iPhone games these days with the low overhead and strike-it-rich potential. And you need to stand out when making a game. I want to play your game, but unless it's top 25 or a unique concept/mechanic, I will ignore it.
Theme can help in your design struggles. For the sake of creativity and doing something different, you should consider how your theme can inform your game. If you are making a game about squirrels, ask yourself what makes a squirrel fascinating or funny or a squirrel. If it is the humor of eating nuts and acorns, perhaps you have an eating mechanic, a ridiculous challenge of keeping your squirrel's cheeks full of acorns.
Or you are in outer space, running out of oxygen. Oxygen in space, that is a pretty easy time mechanic. Or an FBI agent who has to balance breaking the rules with making progress in his fight on crime.
When you build a game, even if you just tacked on a theme because you don't want a game of abstract shapes, spend some time working out how the theme can help your game. And if you decide the game is not appropriate for the theme, perhaps you should change your game.
At TIGJam, I really appreciated Scott Anderson's talk on the plethora of indie platformers. It is easy to make a platformer, but who cares? Is that all that excites you? Do you have a goal in your platformer? You want to make a moody depressing game exploring isolation and fear. I would love a game about that where I do not even have an avatar. The game itself is this ethereal space that shifts and perhaps my whole goal is trying to bring the screen into focused, pure white, piece by piece. I have no idea how that might work, but maybe you do.
My point, one final time, is that you have the gamut of interactivity available to you. Why is your game of knocking over boxes any more enthralling than the last? Make me games about specific themes. I would love to be a pirate, a struggling housewife, a squirrel. But not in another platformer. Make your gameplay about pirating, raising a family and dealing with a husband, living as a squirrel. There are so many games we have not yet made because we cannot look beyond our conventions.
Tuesday, November 2, 2010
TIGJam 3: Day 4 And Retrospective
I went into Sunday delirious and noticeably tired from a very late-nighter. Over the course of Sunday morning the various jammers appeared and slowly collected themselves from having climbed over the hill. Now it was already lunch for most of us before people were ready for the final few hours of game creation. (As always, there were some people already working hard by mid-morning.) In an effort to be a human being I returned to my friend's house and showered and ate and then returned.
During the final hours of an art project, in the past I have tried to go big. This time, as most people did, I just went for cleaning. Game creation (and so many other things) are about that final ten percent. So I just tried to round out my project. I cleaned up loose ends, I added some nice little art touches, and I worked up til the last minute.
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And then I got to see what everyone had accomplished, and it was impressive. Over the course of an hour we saw probably twenty different games, and even more were being worked on. Here are just a few unique highlights for me. (This is not fair and balanced and also ignores games I've already talked about. [also did not have time to grab information, so please update me with info/links about these games if you're aware])
Negative Spacecraft : This game was black and white. A simple space shooter that added a confusingly cool mechanic in which you and your AI opponent fire negative and positive space at each other (black and white). What this meant was that you could move and shoot in negative space(black) but be hurt by positive space (white), and then transition to the other way around. It was cool and confusing and I can't do it justice describing it.
Night Hike (a Carnegie Mellon University ETC student group): A procedurally generated night hike, this was a beautiful idea and showed the strength of non-violent interaction. Your goal, simply take a hike through starry fields and forests. The creators built a 2d-sidescrolling procedural system so that every hike you take will be through a different environment. A simple piece, but well done.
Desert Bus 2: Space Bus (Ben McGraw): Imagine flying to Alpha Centauri in a bus. Well, imagine no more! Because you can now experience the long, long, incredibly long trip in a game that simulates the realtime experience of flying to Alpha Centauri. A hilarious sequel to a Penn and Teller mini-game called Desert Bus from 1995, which involved driving straight from Tucson to Las Vegas in realtime.
Map Generator (Tyler Neylon): Though not a game, this deserves a mention for cool technology of the weekend. For his love of strategic games, Tyler sought to build a map creation tool that could create a Risk style map in a reasonable amount of time with a plausible geographic look and well-laid out territories. He succeeded. It was very neat technology for a weekend and I would love to see people play some Risk on one of his procedurally generated maps to see if it was balanced well.
In addition to the above, there were several games that felt very polished with their "feel". Kyle Pulver showed off a quick and crunchy 2d platformer with an impressive amount of art (I think he did it all this weekend). Phubans was working on a top-down exploration/upgradeable shooter that felt very satisfying to play. And Erin Robinson created a gravitational exploration game that allowed a player to change orbit smoothly between a series of planets with various gravities.
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And now I'll briefly talk about the game I made (my blog, my soapbox). It is called Sarajevo, and you play a civilian living in the city of Sarajevo during the siege in the mid-90s. All you can do is walk around a small portion of the city in which there are other civilians like you and also buildings you can enter and exit. You can talk to people to hear their mood, but otherwise it is currently a static world. However, every so often, an unseen sniper fires at a random character in the game. It could be you, it could be someone else. They probably won't hit. But they might. All you can do is hope to not get shot. But if you play long enough, you will get shot.
I think the crowd was a little taken aback by my game.
But that was what TIGJam was for. To scratch the itches we all have. To try something new or different or work on something we've had sitting in the back of our brain. You could see people proud of what they had accomplished, amazed at the positive feedback they received, creating their own lighting systems, trying a game and failing and then making a new game, pounding out incredible music, drawing up beautiful art.
TIGJam was recognizing that being an indie game developer is a lifestyle. You have to care about it. You have to want to spend your weekend tackling that stupid bug that has been killing you. You have to redo that art, or create twelve unfinished songs to reach the thirteenth that works.
After we showed off our games we had a wonderful buffet dinner at a nearby restaurant and chatted about what we had seen, what we were going back to, and what we would be doing next time. TIGJam helped foster a community that mostly occurs online, a social gathering for those whose usual interaction is text.
I had felt like an outsider before this weekend, but over the course of four days, I grew a lot and learned a lot and was able to find a whole new set of developer friends who have to create. Creation. That is what the game developer is about. It is always humbling to ponder what we do and of what we are capable. I am just glad to see the love of the craft continue so strongly in this generation of game developers that is taking advantage of all of the tools we now have at our fingertips. It really is the time of the indie developer.
Sunday, October 31, 2010
TIGJam 3: Day 3
There is certainly pressure to create something, but more-so, being surrounded by a group of creative types all accepting of feedback and willing to give their own, one cannot help but be overwhelmed by the hours spent thinking hard about everything game related. Yesterday was hump day, and it was a particularly humbling experience.
I had set my sights on a simple game. A simple world where you walk around and talk to others, and they tell you how they are feeling, based on the events around them and their outlook on life. This I actually got working yesterday, and then I started to think of how they should be acting based on their feelings. And so now I think I am supposed to create AI. I did not think of what I was doing as AI. Yesterday I came to terms with that being my goal. I struggled with what I wanted to actually happen in my game.
I spent yesterday thinking about the boundaries of my project. Now, in the morning of the last day, I have a good sense of how far I want the project to reach, but this is not a day's work. So some of my stress was relieved as I realized I could not complete my goal, so now I am just working on the halfway point. But enough about my little project.
Yesterday was entertaining, it was the day that everyone let themselves out. We were comfortable with each other if we had not been before. And we enjoyed ourselves. The highlights happened as the night progressed.
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In the middle of the evening there were a series of interesting short talks from a variety of angles. There was Derek Yu, with his pal Andy Hull, talking about the stress of working on a project, Spelunky, that has taken over their lives for the last couple of years. This weekend, for them, was a time to step back and enjoy the company of friends and see how the project is actually perceived from eyes other than their own. They also talked about the importance of fostering and maintaining friendships, having themselves met as young teens trying to make games.
Scott Anderson talked about how we are making the same, similar games. How many of us, he asked, were making "traditional platformers"? (There were many raised hands.) We need diversity in games, not in the people making them, but in what we are creating. But we do need new people, too. Indie game development is threatening to become a scene, he argued. We are slowly seeing the castes of the "in-crowd" and the "out-crowd", and our role as a community is to always foster new indie-folk, because we need that freshness.
Brendan Mauro talked about his struggle with the relevance games have beyond our gamer-world. It was a simple talk, but revealed how much people within our industry understand that what we do can and should mean something beyond our secluded desks in our apartments and homes and dorm rooms.
Timothy Fitz talked about being aware of why the big guys are making so much money. The indie developer seems to predominantly make games that could be on Super NES. Perhaps it is the scale of the project. But why, he asks, aren't we employing modern tools of social media and game mechanics? Farmville, he boasted sarcastically, was better than us. And we can do better.
Marc Ten Bosch outlined his efforts in creating a single level in Miegakure. His point, inspired by Jon Blow (which I heard referenced many times yesterday), was to try and make the simplest puzzle he could that meant something. Game mechanics, the need for player revelations, and player comprehension would add the complexity.
And at the end Matthew Wegner even gave us a quick, honest answer to the downfall of Blurst, Flashbang's experiment of every two months releasing a free online game. Simply put, he said, as beautiful as it was to live life the indie life 9-5, one cannot make a living off a product that is free.
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After the talks I played and looked at a couple more games.
I playtested one of Carnegie Mellon's thought-provoking student projects about communicating without speech or text. The team watched as myself and another tried to make our way through a platformer with invisible obstacles that only the other could see. We were entirely reliant on that other player, as they attempted to use their silent character to communicate with hand signals. A well-executed mechanic of waving one or both hands, players could make their character point to important or invisible obstacles. It was clever and an interesting experiment that has been pretty successful and I look forward to the finishing touches.
And then I witnessed the progress on a game about eating cheeseburgers to get fat and roll over people. A unique game, indeed. (Though it was a platformer, like so many other games here.)
Then as the night progressed and focus waned in and out, people mingled, relaxed, focused, and at 1am a Madhouse tournament ensued. I did not accomplish anything from 1-3am as I watched most everyone in the room take each other on in five minute 1-on-1 chaotic deathmatches. Balance was fairly askew, but laughter was present for all two hours as the creator and various other folk commentated on the proceedings.
And then at 3am I attempted to focus. I somewhat succeeded, but the day had taken its toll, and I just allowed myself to do some painting for the next hour rather than scripting. Around 4am the last of the jammers remaining started grabbing couches and the lone futon. I drifted off around 4:30am listening to hazy philosophical discussions of life and our existence. A few others were still playing and making games, but I was done for the night.
Now the final day and it is again already past noon. But that is okay, I am going to enjoy these hours working, but not stressing.
Saturday, October 30, 2010
TIGJam 3: Day 2
Day two was a much more cohesive experience. More people and more life to the party. The jammers are revealing how much they like to play games. One wall with a projector had a consistent string of Street Fighter matches while near my seat another couple fellows were pretty heavily involved in another older iteration of Street Fighter with their personal game pads (I personally can't tell the different SF games apart).
I played several games yesterday that revealed how much indie developers want to make something engaging. A cute and yet oh-so-gory 2d deathmatch piece called Madhouse by Phubans entertained me and a pal for a good twenty minutes while we discussed character balance. Not his main project this weekend, he's nonetheless made it center-stage as he gets everyone and anyone to playtest it for him.
The fellows next to me from Koduco Games were working on completely separate iPad projects. One was updating their awesome PongVaders, a very clever mix of Space Invaders and Pong built for two players on the iPad. Cole is working on a single-player mode so you can play without a partner. Meanwhile, his partner Jon is working on a meditative piece where you lay out the sand of a mandala.
Meanwhile, the guy across from me, Mike, builds an interesting game of descending slowly on a rope between spikes, fighting off angry bats. It's a clever little procedural game inspired, he says, entirely by level two of Battletoads.
Behind me, Rich Vreeland showed me a poetic pixel game built in Flixel using interactive audio to its utmost (that's his specialty). As I played the game and interacted with elements of the game world, my actions generated a beautiful soundscape of bells and tones, a melody that I won't be able to reproduce next time, but that is the point, isn't it? We sat discussing for a while all the different ideas we have come up with, and that maybe we will one day both create our own magnum opuses, sadly there is only so much time and so many things we are capable of.
But encouragement has become the meaning of this weekend, in my mind, as I see all of the interesting ideas people have. We become aware of the games and the people behind them and their motivations for creation. I have only touched upon a couple of the different games I got to mess around with. As many others are refining previous work, testing out new art and music and code ideas. And of course who can forget the game where you launch mustaches onto hairless men as they pass by.
My own project comes along. I added simple speech into my game and the world has started to interact with the characters. My own goal is to create a mood, a world that you can experience. I am not sure how far I will get, but my progress in coding has been rewarding nonetheless, as the world starts to come alive and interact with the player. Yesterday was slow but steady progress as I allowed myself to explore all that others are doing.
Now it is time to hunker down.
Friday, October 29, 2010
TIGJam 3: Day 1
I arrived yesterday afternoon to TIGJam, having no idea what to expect. I am an indie developer, and local to Silicon Valley, so I had to sign up, but I still know almost no one in the industry, and I am terrible at frequenting forums. I spend most of my time in coffeeshops and my apartment, trying to feel artsy and indie, constantly checking gmail. Indie life is strange and solitary after coming out of a very social education. (I think social interaction is the most important element of our education, but that's a talk for some other time.)
So I came here knowing no one. You know of people; you have played some of their games, but suddenly you do not feel knowledgeable enough about any of their work to approach. And now I enter a room of indie game developers, part-time, full-time, some already with legacies! And as what always happens at such nervous introductions, you arrive, thinking the room will change now that you have arrived.
But no one cares. This is not the Global Game Jam with teams and set goals. This is TIGJam, and it feels more than anything like a LAN party, with the focus not to play games, but make them. Most people are focused, but there is chatter back and forth, there are some folks with great laughs. There are even some women! (The indie world seems somewhat male-centric right now, so it was good to see not a 100/0 split.) I talked and chatted with some people and I intend to do even more of that, because this is my opportunity to be social with like-minded people! But I am also here to make a game.
The first day of working on my game was spent learning what I should not be doing. It was a valuable workday, because as a friend once said, the quickest way to success is to make your failures quickly. I have plenty of failure ahead (there are three more days of TIGJam to fail), but at the end of a day of failure, I feel pretty comfortable. I am an artist by profession, but I decided to take on actually making a game in Unity, because it seems the less reliant we are on others, the better. I now understand the basics of what I am doing, I understand my goal, and hopefully I can achieve it. There's nothing interesting to say about the actual scripting (I have some scripting experience), but it is getting done.
I feel good this morning. It is eleven now and more people are starting to appear and get to work. I had been expecting an amazing, immediately mind-blowing experience. But this TIGJam appears more appropriate to our scene. Hunkered down over our computers, looking over occasionally to help those around us, but just trying to create something interesting.
Monday, October 18, 2010
Micro Reviews: Backbreakers and Bonecrunchers
Each game is built on the simple premise of making it down the field safely with an increasing number of obstacles, the main ones being opposing players trying to tackle you and get the ball away. The games are very similar. Simple controls make your player either dodge or spin to the right or left while tilting steers you. Bonus points abound for being the best at evading opponents and finishing with a flourish (showboating slowly down the field in Backbreaker, and shooting well in Bonecruncher).
There is a lot of fun in the act of dodging out of the way as your opponent slides in to steal the ball, or spinning away as a big linebacker attempts to barrel into you. Both games succeed at how they emphasize this key mechanic of dodging, building it into an entire game. You run right for a guy who's running right at you. At the last second, bam! He got you. You were too slow. Rinse, repeat. But it works because dodging successfully is super satisfying.
Sadly, I have found that the games are crippling me from getting any better. The in-your-face sensation of each game is tied to a camera that sits just behind your player (slightly offset as in all 3rd-person games these days). Unfortunately, the camera is low enough that you cannot see anyone directly beyond your avatar. So I found myself maneuvering the player at times just to change the camera angle. Further, it's a narrow field of view, so you have absolutely ZERO awareness of any players coming up on your sides. The camera in each game has prevented me from enjoying the game at a more experienced level. It is really frustrating because I like both games a lot.
Control-wise, BCSoccer uses swipe controls while BBFootball uses virtual buttons. I prefer the swipe controls as I have trouble with the virtual buttons and a lack of feedback which sometimes means I don't dodge when I intend to. Football has a better presentation and a really wonderful ability to skip straight to the level, passing all of the little cutscenes and replays. Soccer almost has that, but feels just a bit slower with camera-work.
My opinion: they are both well worth a dollar. I got my time out of them, and if either of them deal with the camera by making your avatar partly transparent or do some other trick to make the camera friendlier, I might actually try to beat one or both of them. Great fun iPhone apps, just some troubling issues holding them back.
Randy played Bonecruncher after reading a review and then decided to pick up its inspiration, Backbreaker, shortly thereafter.
iTunes links:
Bonecruncher Soccer
Backbreaker: Tackle Alley
Sunday, August 15, 2010
Is your game comfortable?
I had a brief but thoughtful conversation with a woman who worked at the San Francisco Museum of Craft and Design. She told me how her museum was striving to get functional pieces of craft and design to be recognized in a similar vein as fine art. They were struggling against institutions such as MOMA that do not willingly recognize furniture other than from certain periods such as the Bauhaus. Indeed, it seems that few people recognize the beauty of a chair beyond the comfort of IKEA and Herman Miller.
I sympathized whole-heartedly with her struggle because, years before, I had been exposed to the work of Wendell Castle at the Boston Museum of Fine Arts, who was clearly an artist. Sitting in his creations I have never been more comfortable and, further, I was in love with the simplistic organic curves that composed his furniture. But I am also an artist, so I look to any man-made creation as potential art. Do others recognize the art of furniture-making? Apparently not, according to this woman.
So what about furniture makes it unworthy of the MOMA? Well, perhaps it is about utility? If something is useful, can it still be art? And that is where I arrive at my thoughts for the day. Our struggle for recognition in the world of art beyond our own is that our art is a craft as well. And craft is user-reliant. Furniture is user-reliant. You ultimately do not care about how a chair looks. You care how it feels. I do not care how a game looks or sounds. Those component parts may be beautiful, but in their own right they do not make the game. The game is feel. It is how I feel when playing. We are crafting an experience for the user that is greater than the individual artistic elements. We are making furniture. It has to be comfortable, too.
Whenever I get deep into a discussion about games I inevitably find myself espousing the importance of interaction. Indeed, many of the games I come up with are not even games. They are just forms of interaction between a user and a world. Are you thinking about the interaction between your game and the player? If that interaction is incomplete, can you still succeed? Are you thinking about the most sensible form of interaction? Have you made a bed without realizing it is better suited as a table? Have you made an iPhone game not realizing your audience was elsewhere?
Why do you build games? Are you trying to fill a void? Are you trying to teach a lesson? Are you trying to build a skill? Because you are making the game for someone. Maybe just you, but most likely not. Your game is user-reliant. You are making art for someone. As a utility for them. Do they know what that utility is? Are they comfortable? Do you want them to be comfortable? We do not have to make comfortable craft. The purposes of a chair are limited. The purposes of kitchenware are limited. We have much more freedom and I hope you think about that fact when crafting a user's experience.
Fine art is a whimsical world where anything goes and the public can only gaze in wonder from time to time but they are not really participants. They are witnesses. We make craft. And I am proud to build and construct crafts because I believe in engaging both myself and the world. What does the world need? How can I craft that?