Sunday, May 23, 2010

Lucky enough

Are you lucky enough to live inside? Sometimes living in Berkeley is humbling. The lifestyle of people in this strange town varies as wildly as any place can. I sometimes cannot tell those who chose their lifestyle here between those who fell into it unwillingly. I encounter a higher percentage living on the streets than I have seen in any other American city. This is not a large town. But to walk down a standard residential street and see a man curled up in a secluded spot between two bushes, it throws me for a loop.

Here I am, shopping for apartments right now, squeezing every ounce of satisfaction from the process, certain that I will find a place that is in a safe neighborhood, is a comfortable apartment. I will not settle for less. How privileged I am. How incredibly lucky enough must I have been to be born into this life with my parents, my opportunity. I may have some issues, but not many. And you know what, I am most struck by the lack of privacy these homeless endure.

I have quirks. I have strange behaviors, I have need and desire for privacy to hide myself from the world at times. I am not only that which you see, but that which you do not see. And hopefully those two inform each other in positive ways. We should all be lucky enough to have that privacy. Yet there are those who do not. That is sad. I cannot imagine what it is like to go home and for that home to be a flat space of dirt in between the sidewalk and a parking lot. To go home and find only the privacy of one's mind.

We have so many problems in this world. We always have had these problems, and it would not be crazy to assume we always will. So what problems need to be addressed? What should we focus our energy on? What should my role be? This guy who draws, how does he change the world?

Monday, April 26, 2010

Too much of a good thing

I bought five games last week. Six, if you count that I pre-ordered Starcraft 2. The other games were all for my gamecube and ps2. Why did I do this after vowing I would only play the gorgeous exploration-friendly Just Cause 2 (on PC) for the foreseeable future?

It seems I have injured my precious index finger, a precious resource in PC gaming. There are downsides to being a 3d game artist. The inability to distinguish leisure time from work time; explaining to people that you make video games, not Pixar films, and no, you don't want to make Pixar films, but yes you like watching them; and working in a stationary position for hours upon hours upon hours, moving naught but your fingers.

My fingers have become a big problem for me. I enjoy rock-climbing. I like gripping tiny holds with the tips of my fingers, balancing precariously, slowly shifting my body in any direction to ascend slowly up a sheer face. This requires a lot of finger strength. And working on a wacom tablet for hours at a time does not relieve one's fingers. And then typing ctrl+z repeatedly over and over to get just the right stroke on a 2d photoshop painting. That does not help my fingers or hands. And typing this tale (I enjoy typing) does not help my fingers.

The main issue I have with my choice of career, which I would not give up for the world, is that it taxes so little of me that I feel as if I am wasting eighty percent of my being. We are animals, built to exert ourselves, and now, through overuse of those few parts that I do use, I have made it even more difficult to exercise the other eighty percent of me. (At least, in the manner I'd prefer.)

So I have bought a bunch of games for my last-gen consoles because they rely on my thumbs, and this will give my wounded index finger a rest.

The Sonic Mega Collection was one of my purchases, and for the past week I have been playing through Sonic The Hedgehog for the first time (well, I have now played it about fifteen times over the last five days). This gauntlet of trial and death is fascinating. I like the excellent little curve that allows me to get about a level or two further each time. The sequel (I did play Sonic 2 in college) was much faster in one's movement around the levels, and so I find this slower trap-laden method of level progression to be more difficult. I will have to check out Sonic 2 after beating this and see how it compares after playing the first.

I guess I am a little glad for this break from current games. I am only now coming into my own as a gamer. Absorbing all of these various classics for the first time (Sonic, Metroid Prime, Kingdom Hearts, Sly Cooper) is a fun important exercise of its own. Heaven knows I can't give up gaming completely. These might still use my hands, but at least I will be beating my thumbs up instead of my other more tender digits.

Friday, April 9, 2010

(disgusted rant on social games)

So 'effing tired of hearing about designing for social games. All the special considerations! You have to bring back players! You have to make them like your game! By social we mean you have to make your friends play it to get bonuses! You really don't give a shit how they play the game as long as they send you some coins every once in a while. That's not social! Design consideration for social games, huh? Figure out how to make your game actually social! Ugh.

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?