Friday, March 26, 2010

Acknowledging Trackmania's non-racing mode

Trackmania Nations Forever is an incredible game. And tonight I am arguing this because I came to realize yesterday that it has allowed users to actually "play" the editor. Have you ever seen a Press Forward track? This is a tm track in which a player only presses forward and they will reach the end of the track.

The editor of TMNF is very simple and powerful, letting you create any track that you have played in the game. Using a simple system of track pieces and props, you create a Hot Wheels-esque stunt track that might be very tough and narrow and slow to navigate, maybe you make a nice fast track with wide turns and many turbo-boost tiles, or perhaps you infuriate the player with a 30 minute track of death and crazy stunts that are almost impossible to complete to reach the next stage of the track floating 300 feet in the air. All of these and any combination therein is possible. But the real gems as I have discovered, are the press-forward tracks.

I find Press Forward tracks to be the result of "playing" the TMNF editor. The editor is so easy to use and it is so easy and simple to test, that people create a piece of track, press forward and see where their car goes. Then they create some more track and add a jump. Then they see where their car goes. Then they build track up in the air where their car ended up. Then they start adding more and more pieces and creating a maze of speed. This is really easy too, and it all hinges on two simple factors: testing is almost instantaneous and there is no randomness in TMNF's physics. It is beautiful.

Press forward tracks are like movie-making, but even more satisfying, in my opinion. To play a track is fun. It might be almost exactly like watching a youtube clip of a PF track, but there is a very interesting dynamic in the player always needing to press forward. Play one of the best tracks and then stop pressing forward at some point. You screw it all up and you feel as if you are backstage at Disneyland.

Press forward tracks are an interesting phenomenon created by Trackmania's wonderful and intuitive editor. I have spent more time with Trackmania than almost any other game (and it's free!). Check it out sometime, and consider the editor and what it has done. It has created an intricate alternative Rube Goldberg-machine-maker.

Saturday, March 20, 2010

The Thrill of Navigation

I have been playing, almost every day, the Just Cause 2 demo. After playing it for two days, I decided that here was a game I would be willing to shell out to get on opening day. It has been a while since I have had that urge. Oblivion perhaps? And what is even more amazing is that I am shelling out money for a game that freezes on me every time I play. I have only once reached the 30 minutes that the game allows you to play before kicking you off with a sweet enticing trailer. Every other time it freezes or just disappears. Other than that, however, I am entirely indebted to this game for getting me to play games on the PC every night again.

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I have been spending an inordinate amount of my time playing iPhone games. There are two reasons: they are simple to pick up and play for a short time and the ones I enjoy the most understand the mechanics of touch-control. I have talked about Canabalt previously, I am playing Spider again, and lately I have also been enjoying Mini Squadron. Each one is enticing to me because of the wonderful speed with which you interact with the world. In MiniSquadron, a fun little dogfighting game, you loop your plane around to dodge and attack with varying quickness, and they smartly slowed the various bullets down to the point that you can dodge them. It lends the simplicity of the game a really fun strategic element, making you stronger than such a real dogfight would ever present.

And the game is comfortable. You really feel the bullets as you fire, their sound effects joyfully punchy, and once you press down on the directional pad, it keeps track of that finger wherever it goes on the screen, always maintaining the same centerpoint. This allows you to rely on the feedback much less. Not only can you watch the plane respond to your finger, but you know it will respond as long as you have your finger down anywhere on screen. It is smart and always works in favor of the player. Indeed, even the shooting button extends noticeably past the space marked on screen. Just get within 50 pixels and you should be fine. That is strong understanding of our interactions with the device.

Spider, as I was able to present at GDC last week, worked because 95% of the game was controlled with three super simple mechanics, all of which controlled the actions of the spider. Tap to prepare a web, flick to jump with or without a web, and hold to attract the spider to your finger. I was able to rapidly explain the game to a newcomer and then go back to chatting with someone else. Fantastic! Control has kept me playing around on the iPod Touch for the last three months that I have had one. I am seeking out the latest games that use the device for all its power. A new method of interaction and navigation, that has distracted me from my DS, my PS2, and even mostly from my PC as a gaming device.

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But let us steer back to the road that got me onto navigation in the first place: Just Cause 2. I think it is a superb game (demo at least) because it lets me run, fly, and drive around a world with the simplest of ease. Using Rico's grappling hook and parachute, I can quickly transition from any form of transportation to another. I can jump out of a helicopter and parachute to the ground. Or grapple back onto a helicopter. The game does, admittedly, have slight control hiccups in these transitions. As you enter or grab onto a vehicle, you notice your normal movement controls disappear, but the developers clearly recognized that you only needed a few controls to navigate around the vehicle, and then the main controls for handling the vehicle. In the end, it works well.

I am still getting comfortable transitioning from vehicle to running to another vehicle and then jumping to a third. But I am having fun doing it. And that is why I personally play games. To experience the thrill of navigation. The developers of JC2 have made a fun game. An open world with lots of things to destroy, and plenty of vehicles to get from destructible to destructible. (And of course I spend half the time destroying the vehicles I drive.) Hopefully when I install the full game I will keep finding new thrills, or at least that this main mechanic will not wear old. [And hopefully they will resolve this major crash bug.]

Friday, March 5, 2010

GDC and the value of our lives

So I'm writing this while I still have time before GDC's massive gathering of developers. That godly mess was both inspiring and humbling last year. You realize how little one person can be in that crowd of thousands, and I cannot even imagine the numbers that do not or cannot attend. But you also realize how many people share your passion for games, whether seeking fame, fortune, or something more.

I volunteered last year and I am doing the same this year. Last year I traveled from Boston and crashed in a friend's apartment for a few hours each night. This year I am living across the bay in Berkeley. Last year I attended a few different parties and got to talk to people who had roused my spirits at the Indie Games Summit (such as Jonatan "Cactus" Söderström, who was quiet and told me he was totally disgusted by realistic violence, which made me contemplate the difference between his violent unrealistic games and those oh-so-violent mainstream AAA realistic titles). This year I plan on attending as many parties.

There was one thing in last year's events that stood out to me more than any other occurrence. I do not know how many people noticed it, but Todd Howard, the director of Fallout 3, upon receiving the award for Game of the Year, talked about how he once again missed his family vacation with his growing children. His wife had asked, as he was finishing the game for release and she was leaving with the children for vacation, if it was worth it. Then he held up the award and walked off the stage with his team. I was so struck by that moment. I still cannot say how he felt, but it seemed the most bittersweet moment to me.

What are we doing with our lives? What do we want from our lives? Is our drive to create the masterpieces that shape the world? Do AAA titles redefine who we are? Do indie games affect us immeasurably? Is that what we want? Is it more important than the people in our lives? Are the people we care most about, are they the men "in the trenches" and cubicles beside us?

I do not know the answer to these questions, and I know each person would answer differently. But I am thankful that in my development career so far, the people I have worked with and under have recognized the importance of our lives beyond games and encouraged my other sides. Games drive us, but they cannot take us everywhere. And with that extra mile beyond the limits of games, we have that much more under the hood when we get back on the road of development.

Wednesday, February 24, 2010

It's late in here, but some gaming recaps

So I am super thrilled to once again be attending GDC as a volunteer. For 15-20 hours of work I get a pass worth over a thousand dollars and all the associated networking and education and fun that goes with enjoying a gathering as epic as GDC. Not only that, but this year I get to go as a nominee for a GDC Choice Award! I still can't get over that. Nearby, at some other table, will be Double-Fine! And other big companies. But I'm still a dreamy little fanboy who just happens to have a beard and a hit title as well.

In other news, I have been playing iPhone games like crazy lately. They are so easy to pick up and play, they are so cheap, and the interface really is so simple and enjoyable that I cannot help but keep buying more $1 games. When looking for games and recommendations, I often check the top of the list, but also I frequent TouchArcade.com (they really supported Spider) and they have an interesting associated podcast that has developers on every session to talk about success and the development community. It is very weird to me that it is such a large deep platform, because there still seems to be this relatively small group of games that I ever hear about. I really wonder about simple things such as naming your game well to get recognized. It really is this next step of the gaming market.

Top games for me right now:
-Sword&Poker, a really entertaining dungeon romp in which you deal damage to enemies through poker hands. There is a free version which still has me going, so check it out.

-MotoXMayhem: I know this was one of the few games that stayed ahead of Spider when it reached its peak in the appstore, and I finally bought it a month ago out of curiosity. It's just like those billion Flash games where you tilt your motocross rider back and forth and use gas and brake to navigate a hilly course. But you know what? I've been addicted to those simple physics racers countless times. There is nothing so fun as backflipping when you're not supposed to, and then failing and watching your rider pop into the air like he's a jack-in-the-box. It doesn't use backflips/tricks enough and I wish the levels were a little more extensive, but for a dollar, it's fun to master.

-Canabalt: I cannot say how many hours I've played this game. I'm winding down on it now, but I will still put in some playthroughs every few days. A simple game, your goal is to jump from building to building for as long as you can, but through flawless art direction and subtle random game mechanics, it is just a superb gaming experience. Totally worth the $3. Completely and totally worth it.

-Lilt Line: Frustrating at times, this game tasks you with guiding a line through a maze using tilt controls and occasionally tapping to the beat. The integration of music and play makes it an engaging time, because, like Guitar Hero, if you screw up and miss a sequence, the beat dies. It uses a very abstract and trippily simple world that hits the perfect chord with the music, including the subtle effect that whenever you tap the screen, your line wobbles a little. My one major complaint is that sometimes you have to tap slightly after a beat, because the visuals don't always match with the music, and it cares more about visual alignment than musical.

OUTSIDE OF THE IPHONE WORLD
I am playing a bit of Mass Effect. It is an awesome and epic game and I immediately felt like I was almost in Knights of the Old Republic. Bioware's signature is clear. I really like the merging of gunplay and RPG and it's a gorgeous game. I will certainly have more to say later, but I will mention that I will always be amused at the demand that the largest games, no matter how serious, always work in a variety of humorous elements. Mass Effect's being the elevator music. Yeah, elevator music in some structure that's been around for 50,000 years. Don't ask me, I just play the game. Does it take me out of the reality of their universe? Totally. But at the same time, I laugh. So does that seem like a poor decision on their part? I honestly don't know. Breaking third walls seems to be more and more common these days, and their desire to link elevator music to our current humor is admirable. But does it really work? Eh, probably not. But I won't be stopping the game for that clear infraction of game fiction.

So gaming doth continue in my world, and now I have to figure out whether I want a ps3 just to play Uncharted 2. Is it really the next step in games as movies?

Sunday, January 24, 2010

work the network, a n00b's take on the industry, take 2

When people say that everything is connected, they are not kidding. Have you ever looked at the way cracks form in a window. Or the way particles are arranged. Or the layout of a galaxy? Or that everything seems to exist on a bell curve? The golden ratio is artistic and scientific and beautiful.

I am an awestruck person, and constantly invigorated by life. Life is about our connections. When we make connections we thrive. Play a couple violins and a viola and a cello and you have a beautiful string quartet. Bring some people together and you have a party. Stronger than the individual elements, right?

And isn't that why interactive entertainment/games/whatever-you-wanna-call-them are potentially the most powerful medium of expression ever? They are more than a medium, I would say. I would call them a fullium (yup, a new bad joke). The ultimate power of games is in their bringing together music, art, animation, simulation and requiring you to make them happen through your interaction.

That act of uniting all these separate elements is a worthy fight, and I wait for the game that brings together all elements in such harmony that it can affect me more than music. I believe music to be the most powerful medium. More powerful than a visual, its physical resonance actually strikes me in ways that are scary. But a good beat, a melancholy solo, a rousing orchestration, I live for a beautiful music album. And perhaps I have not felt the same with games because the demand of a game is wholly different. It is not something to let wash over you while you sit with eyes closed or as you dance with a partner in a throbbing crowd.

You are part of the game you play. The game would not be itself without you.

And so in turn the game is nothing without its developer[s]. And for a n00b in the industry, let me tell anyone still trying to get in, that the connections, the network you have, is the strongest tie you have to this field. Everyone knows everyone. Talk with people, talk with anyone. Make something with someone, and then tell others about what you are doing. I made some poor choices by neglecting various communities because of my rapid movement from one interest to another. If you like mapping, create Source maps and communicate with www.interlopers.net. They have professionals on that site, and because I only create a new map every two years or so, I missed opportunities that were hidden in that site. I randomly frequent the site. I am a second cousin twice removed at interlopers, no one knows me. And for that I did not get the chance to enter the industry right off the bat as a level designer. At www.TIGSource.com I only follow the front page. I never make games and submit them there. I don't follow the forums. If I were tight with tigsource, who knows what I might be up to.

But I do have a family. I worked at a couple game studios as an intern. I worked with MIT's incredible GAMBIT game lab. I found my current gigs through a former high school teacher's husband and the other through a previous boss. Be grateful for networks out there, and for gosh sakes, don't try and exist in a vacuum. You can, sure. But is it any fun? And is it rewarding? Who will have your back? Embrace networks. Embrace friends and family and everyone, for in the game industry, and out of it, connections are what keep us alive.

Tuesday, January 12, 2010

Life...

...is awesome and beautiful and anyone who thinks otherwise needs to stop and reassess. I go outside sometimes at night to go walk or ride my bike, and the longer I ride the more I am cognizant of how beautiful existence is. It's fucking awesome. Look around and think about every little thing that stirs, and every other little thing that doesn't appear to stir, and imagine that you can see how at levels so small it is stirring, and looking exactly like your stirring self.

I don't care what you believe in, as long as you love. Love something, anything, someone, anyone, everything and everyone. Right? If you don't love this life, if you don't let it pull you along and embrace you, then how can you say you know life well? And don't you want to know life? I don't understand those who are not in constant awe of reality. I am perhaps too in awe, but that has never hurt me. It has only filled me up to the brim.

You should be loving and living life. I live life, and I do it quietly sometimes, and other times it is loud and all my being. But in each of those moments, I am sucking it all up. I am letting life enter me. My existence is my beautiful existence and yours as well.

This life is alive. This life is yours. Isn't it fucking awesome?

Thursday, December 24, 2009

STOP DRIVING AND FLYING THE MACHINE, a n00b in the industry: take 1

So here I am, a n00b in the game industry, with a world available to me, and I thought it would be informative to relate the trials and tribulations I face as I face them. For the majority of you who don't know me, I am the figurehead of indecision. Or maybe I'm not? (Sorry, bad jokes may appear in this column.) But right now I am choosing between Tigerstyle games or Digital Chocolate. And I don't mean where to work, because I work for both right now, but which I prefer.

Let's start with a little background. I have been dipping my toes in game development for fourteen years now. I can't say I dove headfirst, because much of my childhood was spent riding my bike, reading every Star Wars novel until Phantom Menace demolished the extended universe, and focusing on schoolwork. My parents encouraged me to do well and try new activities, and so sitting down in front of a computer for twelve hours at a time always seemed wasteful of my existence.

But I knew early on, even before I was allowed to play games (I never owned a console until college), that games were this powerful outlet for art and entertainment that I wanted to be a part of. I wanted to create games that everyone would recognize and love. Entertainment. And I am still happy to find the entertainment out there. From Don't Shit Your Pants to Far-Cry 2, the player is in it for the thrill, however low and dirty. And I point out those games because they do exactly what a game should do. They have an interesting game mechanic that is well-executed and entertaining. But now that the wonderful realities of the world have appeared since college, I am stepping back and looking at my path.

What do I want from game development? At Digital Chocolate I have been enjoying the perks of a large business that tends to my needs. Even as a contractor, I am taken care of, and after the day is done, I can come home and eat dinner comfortably in my nice little apartment. I can play some PC games, do some reading, and just generally be a responsible adult with a good income. (Good income is a relative thing for someone just out of college and living in a cheap part of town.) But is contracting for a large company fulfilling for me? I cannot say for sure. I love having weekends to go out and hike and bike and see family and friends. The comfort of being able to eat a nice meal. And I'm not trying to brag, I am just stating the simple fact that, like my father before me, I am a jedi. No wait, like my father before me, working at a large company brings flexibility to one's lifestyle.

But these perks are offset by the fact that Digital Chocolate is a business. They make games to make games to make money. And that's exactly what they should be doing. Make games so you can make money to make more games. And I got a job with them! They acknowledged that I am good enough to help them make money! And I'm proud of that. I want to make people money. I really want to support the efforts of others.

But what is my goal? Because while I create art assets for Digital Chocolate, I have been lucky enough to work on Spider: The Secret of Bryce Manor. Tigerstyle games has been this wonderful garage development experience. I helped make Spider while living in my parent's house seeking out a real job to pay bills. Because Spider is one game. A labor of love by a group of people who deeply care about what we do. And so I heard the term just recently by the designer, that Tigerstyle is a lifestyle company. Spider was made because the guys had a great idea and wanted to make it a reality, not because anyone thought it would make millions. We hoped it would, but regardless, we wanted to make the game to make something awesome, not just for profit. (More specifically, David and Randy had to make the game.) That's powerful, is it not? That you need to do something because you are passionate about creation. And that is art to me. Sacrifice. Putting in that time and effort. Blood, sweat, and tears. That's what makes something a piece of art versus a product.

So right now I debate between art and product. I love art, and it takes sacrifice. Am I willing to sacrifice and strike out fully on the rocky indie development road, or do I keep this steady position that I might live a life beyond these completely unimportant games?