So I've returned to an old habit. That of spending spare minutes logging into the hypersensitive Trackmania United Forever. Right now I'm in fact debating whether or not to abandon this post just to grab a few more moments racing around a ridiculously large arena and its fascinating and varied tracks. Trackmania United Forever is the pseudo-sequel to Trackmania Nations, and it would seem to be almost identical in many respects.
The game is a free download available on Steam (maybe elsewhere) and tasks you with racing around ridiculously clean tracks, trying to beat a series of racing-times. The posted times are the classic Bronze, Silver, and Gold, but there is also a fourth medal which is unstated but won when you beat the fastest developer time. Only on a couple occasions have I won that medal, and only in the previous game. The fact is that the two games seem the same sans the different interface and the new tracks and track types. The game looks the same and plays the same, with simple arrow key controls and a convenient restart button. It requires careful handling as you progress through the game and much patience to master each track.
The game excels in its simplicity. I really don't have any complaints because there is so little to the actual design. You are given a track, a car, and a time to beat. The car handles beautifully, responding to the different kinds of tracks with great give, and there's much fun to be had in sliding around certain corners. The one gripe I have actually comes outside of the game itself. The game tracks your medals against all the Trackmania players in the world, your country, and your state. But for some reason when playing via Steam, the account only loads locally, so logging on to the server, I can't unlock my medals won on a different computer. Just a little frustrating.
Either way, I highly recommend the game. Especially for the price of nothing. I'll be the Randallion Stallion, crawling my way up the leaderboards.
Tuesday, May 13, 2008
Sunday, May 4, 2008
Spring time and early birds
On my previous internship (last January through June), 5 students total were brought on as paid interns. One of the ice-breakers the leaders of the company did was to have everyone (including the heads of the company) go round and declare their favorite toy. I was amazed to discover that at least three of my fellow interns chose Sega Genesis. Having played many games on the system, such as Shadowrun (as previously mentioned on this blog) and Aladdin (one of the funnest platformers I've played through), I can attest to the Genesis being the 2nd heyday of the consoles after the original NES.
My favorite toy was something else entirely, though, and it was actually somewhat sad for me to hear that a favorite toy was a gaming console. Don't get me wrong, I love games in every way, yet my favorite toy was my bike. Shouldn't that be what we strive for? I realize that as American children we go through so many toys so that tools (the game system and the bike) become the single object we remember most. But is that what we want of children in the world? I hope that if I ever have a son or daughter, he/she will not choose a gaming console as his/her greatest possession. I hope to raise a different child.
And on a final note: I love spring. Right now there are birds in the trees at this early hour (3am) chirping away beautifully. My close friend informed me that the lack of darkness in Boston (so many streetlights and such) is the probable cause, screwing up the sleep patterns of birds. Either way, it's a great way to leave a building early in the morning.
I'm out, gnight everyone!
My favorite toy was something else entirely, though, and it was actually somewhat sad for me to hear that a favorite toy was a gaming console. Don't get me wrong, I love games in every way, yet my favorite toy was my bike. Shouldn't that be what we strive for? I realize that as American children we go through so many toys so that tools (the game system and the bike) become the single object we remember most. But is that what we want of children in the world? I hope that if I ever have a son or daughter, he/she will not choose a gaming console as his/her greatest possession. I hope to raise a different child.
And on a final note: I love spring. Right now there are birds in the trees at this early hour (3am) chirping away beautifully. My close friend informed me that the lack of darkness in Boston (so many streetlights and such) is the probable cause, screwing up the sleep patterns of birds. Either way, it's a great way to leave a building early in the morning.
I'm out, gnight everyone!
Monday, April 7, 2008
Sunday, April 6, 2008
Fantasy on the Street
One of my favorite games of all time is Shadowrun, a game for Sega Genesis (and SNES, but I don't know how that was between differences and control scheme). The game created a full region of Seattle and surrounding regions where the player could choose an amazing number of paths, from working with the law or against it or working for or against major corporations. It was an incredible experience where I really felt like I was part of a major city with the choice to actually attack large million-dollar corporations if I wanted, and not only physically with guns or stealth, but also through a whole secondary game mode via hacking through cyberspace. I liken it to a more open-ended gta 3 and I still wait for them to produce a true remake to that masterpiece. They recently released a team-based shooter and though I haven't played it, I know that a team-based shooter is not what I'm looking for.
The reason I bring this game up is that it took a cyberpunk world and placed elves and dwarves and ogres into the world. It was thrilling and totally worked. Sometimes when I'm walking (a surprising amount of the time) I will encounter people that look like they should be in a storybook. I see gnomes and elves and it's awesome. I'm not sure if I had the power to place them in their appropriate world, if I would. Because after all, they also make this world a little more magical to me. Getting to walk by a man who should have a hut in the forest where he cooks food for his numerous wolf-friends, it makes my mind wander. I'm thankful for so many things that make this life awesome, and just having a little fantasy in reality satiates my imagination.
The reason I bring this game up is that it took a cyberpunk world and placed elves and dwarves and ogres into the world. It was thrilling and totally worked. Sometimes when I'm walking (a surprising amount of the time) I will encounter people that look like they should be in a storybook. I see gnomes and elves and it's awesome. I'm not sure if I had the power to place them in their appropriate world, if I would. Because after all, they also make this world a little more magical to me. Getting to walk by a man who should have a hut in the forest where he cooks food for his numerous wolf-friends, it makes my mind wander. I'm thankful for so many things that make this life awesome, and just having a little fantasy in reality satiates my imagination.
Tuesday, April 1, 2008
So let's just say that it's really late at night and I'm not that tired but realize I will be in a few hours. Sometimes I work really late in the animation lab even though I've not the heart. I am finding myself more and more drawn to interactive simulations. I've begun to read up on AI and I'm really just fascinated by the concept of emergent gameplay. How will my personal project end up actually feeling in style, I wonder, as I know that the development of the world in my mini-game will be entirely dependent upon balancing variables correctly. I believe that these variables will determine the mood of the outcomes, so how difficult will it be for me to actually find the correct values? I want to start building a mock-up/alpha of the game, but I fear that if not everything is spec-ed out, then things will unravel.
In other news, Geckoman, the game I've worked on nearing 2 years now, finally got its release at the Boston Museum of Science. It was fantastic, but unfortunately my eyelids have decided that now they are sleepy. So good night to all.
p.s. my boss has worked with: Richard Garriott, Doug Church, Shigeru Miyamoto, Chris Roberts, Ned Lerner, John Romero, Warren Spector.
This. Is. Awesome. Methinks I need to drill him for more advice.
In other news, Geckoman, the game I've worked on nearing 2 years now, finally got its release at the Boston Museum of Science. It was fantastic, but unfortunately my eyelids have decided that now they are sleepy. So good night to all.
p.s. my boss has worked with: Richard Garriott, Doug Church, Shigeru Miyamoto, Chris Roberts, Ned Lerner, John Romero, Warren Spector.
This. Is. Awesome. Methinks I need to drill him for more advice.
Monday, March 17, 2008
Unnamed project
That's a lie. My project does have a name, but I'm trying to keep it off the web, as it's still very much in the design stage. I mentioned this, but I am trying to work on game design daily, because persistence is the key to success. Right? I love simple ideas like that and all the exceptions they allow.
But onto the project. Tonight, since I must get up early, I am combining my blog with my game design thoughts and musings for the night. The questions I have to ask as I'm constructing this series of game vignettes is: what do I want the player to experience? What is my goal for making this game? Do I want the purpose to be on an individual level? What should the player feel after playing? Do I even want to use the term that the person "plays" the vignettes?
The potential I see within games and the particular area that fascinates me the most is the idea of simulation, specifically an organic simulation, such as Will Wright's godly game Spore set to arrive in a few months. I have not really gotten into playing an MMO for the simple fact that I want my environment to be authentic. I'll admit that I'm looking into Lord Of The Rings Online, as I heard it was a great game for entering the environments, but in general, the environment within an MMO is set by the players, and thus just another social world. The possibilities that I see revolve around creating entirely new simulated systems and placing the player within. How does a player react to the world around them depending on how that world lives? MMOs are safe social environments, they're about the interaction with other humans.
But my vignettes, I've realized, along with the games that I'm either most interested in or most interested in making, create simulated worlds. Set the starting conditions, and let artificial life have its go. Indeed, one of my games will be a derivative of pac-man and part of the reason for that is that pac-man is one of the earliest game biology simulators. It puts the player into an environment with 3 hostile creatures that will navigate terrain to eat the player, meanwhile the player has to consume all the food (white bread tablets?) to survive until the next environment. And maybe I'm putting Pac-Man on too high a pedestal, but that simple game still is one of the most renowned "video games" of all time and I would argue it is because it created a simple simulation system with varying environments to change the challenge. And so, in addition to attempting to create a variation on that, I'm working on multiple other knock-offs of other games, all the while trying to make it worth my while. Hopefully my imitation will pay eventually.
But onto the project. Tonight, since I must get up early, I am combining my blog with my game design thoughts and musings for the night. The questions I have to ask as I'm constructing this series of game vignettes is: what do I want the player to experience? What is my goal for making this game? Do I want the purpose to be on an individual level? What should the player feel after playing? Do I even want to use the term that the person "plays" the vignettes?
The potential I see within games and the particular area that fascinates me the most is the idea of simulation, specifically an organic simulation, such as Will Wright's godly game Spore set to arrive in a few months. I have not really gotten into playing an MMO for the simple fact that I want my environment to be authentic. I'll admit that I'm looking into Lord Of The Rings Online, as I heard it was a great game for entering the environments, but in general, the environment within an MMO is set by the players, and thus just another social world. The possibilities that I see revolve around creating entirely new simulated systems and placing the player within. How does a player react to the world around them depending on how that world lives? MMOs are safe social environments, they're about the interaction with other humans.
But my vignettes, I've realized, along with the games that I'm either most interested in or most interested in making, create simulated worlds. Set the starting conditions, and let artificial life have its go. Indeed, one of my games will be a derivative of pac-man and part of the reason for that is that pac-man is one of the earliest game biology simulators. It puts the player into an environment with 3 hostile creatures that will navigate terrain to eat the player, meanwhile the player has to consume all the food (white bread tablets?) to survive until the next environment. And maybe I'm putting Pac-Man on too high a pedestal, but that simple game still is one of the most renowned "video games" of all time and I would argue it is because it created a simple simulation system with varying environments to change the challenge. And so, in addition to attempting to create a variation on that, I'm working on multiple other knock-offs of other games, all the while trying to make it worth my while. Hopefully my imitation will pay eventually.
Monday, March 10, 2008
Surfing my music
Well, I've discovered the game that everyone else is discovering via Steam, and that game is Audiosurf. It would seem that I've become most enamored with 5-minute games of late with my limited free time, and Audiosurf is the perfect game, because it's a game that makes music interactive. I am a radio dj on my college station, wrbb ( wrbbradio.org, Sunday nights 9-11pm EST ::wink wink:: ), and part of the reason I volunteer my time 2 hours a week to working at the station is that I love the depths of the music world. There are so many genres and so many amazing pieces of music that I can't help but enjoy playing music for others.
Meanwhile, Audiosurf allows me a new way of interacting with music by building a simple Puzzlequest/Guitar Hero game on top of any music you have on your computer. It analyzes your music and constructs a 3 or 5 lane track with various blocks spread out over the length of your song and placed on beats. You must collect the blocks into groups. The thing that makes the game great is that it gives you a real sense of the flow of your music, from the tempo changing how fast your character moves to the beats determining the frequency of collectible blocks. Also it gives a multitude of play styles available through the choice of avatars, which interact with the track in different ways or affect the difficulty of the track. I've been playing on the simplest mode (albeit at medium difficulty) and the game has allowed me to explore my music. It's a fun diversion for random times and further destroys the little amounts of free time I still have.
So don't play Audiosurf unless you're in the mood for only listening and experiencing music. It's great for that, but an evil timesink otherwise.
Meanwhile I'm trying to work on game-design half an hour a day no matter my other tasks, because I need to start really getting better at this stuff, and only with persistence can I complete my goals. Struggle onward, readers, fight through. And rest once in a while, that's the other thing I gotta work on...
-the musater
Meanwhile, Audiosurf allows me a new way of interacting with music by building a simple Puzzlequest/Guitar Hero game on top of any music you have on your computer. It analyzes your music and constructs a 3 or 5 lane track with various blocks spread out over the length of your song and placed on beats. You must collect the blocks into groups. The thing that makes the game great is that it gives you a real sense of the flow of your music, from the tempo changing how fast your character moves to the beats determining the frequency of collectible blocks. Also it gives a multitude of play styles available through the choice of avatars, which interact with the track in different ways or affect the difficulty of the track. I've been playing on the simplest mode (albeit at medium difficulty) and the game has allowed me to explore my music. It's a fun diversion for random times and further destroys the little amounts of free time I still have.
So don't play Audiosurf unless you're in the mood for only listening and experiencing music. It's great for that, but an evil timesink otherwise.
Meanwhile I'm trying to work on game-design half an hour a day no matter my other tasks, because I need to start really getting better at this stuff, and only with persistence can I complete my goals. Struggle onward, readers, fight through. And rest once in a while, that's the other thing I gotta work on...
-the musater
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