Monday, October 18, 2010

Micro Reviews: Backbreakers and Bonecrunchers

For the last two days I've been playing Bonecruncher Soccer and Backbreaker: Tackle Alley, two iPhone apps that are solely about the quick footwork of soccer and football. I like both of these games a lot, with one major, backbreaking caveat: most of the challenge you will face is from the camera.

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?

Tuesday, July 20, 2010

Spider: Bryce Manor HD for iPad

http://bit.ly/bDVjuM

Available now and awesome! Currently in the top 10 paid apps on the app store for the iPad. You seriously should check it out. It's App of the Week!

Shameless Promotion! But totally valid promotion! Yeah!

Thursday, July 15, 2010

The Purpose of a Game

I think that sometimes our discussion of games as art and purpose seems misguided. I am not trying to spark anger, but conversation, so bear with me. I believe in making games that have a message, I think that games such as The Unconcerned or iBailout!! play a vital role in expanding what we do as gamemakers. I like that we have this push and pull and people get angry and tired of the discussion of how games are art and what purpose do they have. That means we are getting somewhere, right?

The problem is that we are making "games". This is not a semantics debate, this is whether or not, when I start up your "game" or whatever the hell you wish to call it, am I trying to beat your game? Am I trying to win? Am I putting in effort into what you created so that I can reach the end? This, again, is not specifically about whether or not I enjoy your game or those unrelated questions of whether it is well-built and so on, it is about what you are asking of me and what I am expecting to do.

I loved Loved partly because it caught me off guard with who I was and what my role was. When playing the game you are never sure really what the purpose is. You know you are playing a traditional platformer. But there is something off about your goal. Is it a "game"? Yes, it definitely is. But it changes your perspective on why you are playing. A short little experiment, but it easily sweeps you into its world and does not feel like a "game" at first. It does devolve into a game, but even that is well done because the goal becomes as much about beating the game as it is about playing against the "game" itself. Therefore, the purpose of the traditional platformer is tucked neatly into a mind-game with your computer. But even this is still a "game". I beat Loved!

Just Cause 2
is a game I love to play for at least a few minutes a day. The sensation of exploration, though there are so many cookie cutter templates within it, is almost complete. Grabbing a fast jet and just flying around for a few minutes staring out at all that is the world of Panau is awe-inspiring. It is still a game, though, and my purpose is to rack up points and defeat the enemy. I have specific goals in thousands of collectibles and destructibles. I am aware that it is a game. Sometimes I stop caring about the game elements, but I always return, because eventually I have to make progress. I want to beat the game. Along the way I will enjoy the scenery, but that victory, that conquest, is my goal.

My point is this: we want to beat "games". We have a motive for playing the game. We might want to stretch our brains a bit, we might wish to just get adrenaline pumping, but we are putting purpose into games ourselves as soon as we start them. And if a game diverges from that expectation, do we keep playing out of a desire to overcome this piece of art? Do we have to win? Do we give up out of frustration that the game is not what we wanted to "play"? Introducing purpose that is above and beyond winning into something that we do not just observe but interact with, that we already place purpose into, that is a noteworthy accomplishment.

[Is there a game that you have not felt compelled to beat but rather compelled to experience? The interaction has been strong enough to erase all goals of mastery or winning? Do we want to create that experience? Is that a worthy goal?]

Monday, July 5, 2010

Catching Up with the Cave

I accept that, besides a few exceptions, I will forever be behind the times when it comes to gaming. But I also thought I was alone for a while. Now I notice with increasing clarity that we all can never be entirely caught up with games, unless we are a games reviewer, and even then, reviewers are strongly biased to a platform. I am not trying to limit myself to a platform, however, and I still have this immense backlog between iPhone, PC, PS2, Gamecube, DS. But these are my current platforms.

I have been able to keep up with iPhone, I think, just because the games are so cheap that I am willing to spend that dollar and then feel great if I get an hour of gaming. I spent a dollar on Angry Birds and have stopped after completing the first campaign, which is only about half the levels available at this time. I am totally satisfied with my stopping point. I got the enjoyment from "another physics puzzler" and now I have HAWX loaded up for another dollar and we will see what transpires.

Meanwhile, on my mac, my iPhone development device, a platform I was not even intending to be a gaming platform, I am playing a port of Cave Story. Wow. It really is as great as people say. Accessible but difficult, plenty of story weaved behind a much greater emphasis on gameplay, and a pseudo-linear game-world. (Or would that be pseudo-open-ended?) I started Kingdom Hearts recently to see what all the fuss was about, and I do not know if I will have the patience to keep going with it just because I am not playing it, I am watching it. Cave Story has this awesome integration of story, it is broken up into bite-sized chunks in a great balance between platforming gameplay, boss battles, and story. None ever seems to overwhelm the other. Granted I am not near the end yet (do I ever finish games?), but even when I get to a boss battle with story exposition before, I find that I do not tire of getting through the cutscene. I almost don't mind that there's no skip-cutscene button. Almost.

The inspiration for this post was partly Ian Bogost's recent blog post on Plumbing The Depths. In it he talks about the failure of designers/coders/the industry in really exploring all that is possible with each new round of technological invention. It seems to me that it is because we are moving so fast that we have not thought of a new game mechanic before someone ups the processing power/input capabilities of consoles. Technology moves fast because it can. Game design is an arduous, experimental, whimsical process that cannot move as fast because it is bound by our creativity which, no offense to anyone, tends to get stuck in ruts. Game designers, even the greatest, have their idea, and then they keep pushing it. Sim City, the Sims, Spore. Metal Gear, Metal Gear Solid, Metal Gear Solid: Rising. Civilization, a bunch of other interesting strategy games, back to Civilization! And I am not criticizing, these are amazing guys. But we have our niches. We have our interests and our ideas, and when one is successful, we stick to them. (I also just looked at popular designers who have pressure to build upon their successes, so that was a bit biased.)

What I perceive is that designers are thinking of what they can do with the tools available, not dreaming up new tools. And then we get new tools thrown our way without our consideration. Are designers dreaming up the tools? Or someone just says hey, we discovered new ways to detect human motion. Go think up something! That is why there is so much derivative work. People still like swords and dancing, let us dress them up with a new input. We had not even done all we could with swords before, but we have a whole new interface.

This is one other reason I like Cave Story. It has awesomely refined gameplay. From the single life with well-spaced out saves to the awesome interplay of weaponry upgrades and damage taken and damage received. This game is great, cleverly designed fun opportunity spaces. In the end, when I am playing Cave Story and other older games, I do not really care that I am a generation behind the times. I have played Wii. It's fine. I know Cave Story is even on it. But I have my Z+X+arrow keys and I am having more than enough fun for free to feel the need to pay hundreds to keep up with the technology curve that has yet to redefine my thoughts on gaming.

Wednesday, June 16, 2010

Hardcore purchasing of bottled water

So I just saw a girl with tons of tattoos, and some punk band t-shirt with the word "hardcore" come in to this coffee-shop and purchase two bottles of water. Bottled water. The biggest swindle of the last fifty years. Bottled fucking water! I don't understand how someone visibly labeling themselves as so anti-establishment could support such a ridiculous thing as bottled water. Perhaps I didn't read the tattoos closely enough. Perhaps they were Coca-Cola logos and advertisements for Curves fitness centers.

Bottled water. Ugh.

But here I am with a Northeastern WRBB Radio t-shirt and a sticker for Tiger Style slapped proudly on my macbook (with its nice shiny Apple proudly beaming).

I guess in the end we're all just full of advertisements these days.

Wednesday, June 9, 2010

Enter the Fray: Welcome to Indie Life

I guess I was indie a year ago. I had just graduated, lived at home, was searching for real work, and holed up many many hours a week working on Spider's levels. Tiger Style brought me my first gig that actually saw light in the marketplace. Then I got a real job that paid my bills. It was nice. I liked coming home and being able to not think about making games. At least that's what I told myself.

So I originally wanted to write a post about all of the reasons I left the corporate world. And then I realized that none of that mattered. I am fine with the corporate world. It funds lots of incredible games. I would say that the corporate and indie worlds are closer than they probably want to recognize. We all want people to play our games. We are making entertainment. Whether you call them art or product, whether you are Cactus or John Carmack, you want to construct something for others. (Always exceptions, I know.)

Most people want to make money from their games. Whether just trying to survive, or to actually turn a serious profit, most of us make games and sell them. For those of you out there putting out your games for free: I respect you. Especially if you put out a truly great game for free. And not freemium. If you pour your heart and soul out there and just put it out for public consumption, I respect you. I think you are a little crazy, but still, respect. The rest of us like to eat.

I sometimes don't know if I am indie, honestly. I try to define indie as a mindset as much as a precise definition, but it is hard. At Digital Chocolate my mentor was as hardcore about game production and design as any indie developer I have ever met. But his role was not to make a series of perfect games. It was to try to deliver the best products within a certain timeline. And dammit, he cares about what he does. The reason I do not like the corporate world, however, is that people who do not care about the games are also involved.

I do not like the facebook gamespace because of those involved. I am not opposed to the games, but the purely entrepreneurial money-grubbing spirit of so much of what you see online. By that I mean the groups that enter social games with no goal but making money. (I should qualify that Digital Chocolate is not one of these purely entrepreneurial outfits.) I hate seeing every single clone of every other form of Mafia Wars and Farmtown.

I do not hate facebook or all of the games on it.

But I am making games to be creative. I have gone indie because I have original ideas. I believe that there are cool products that have not been made and I want to create them. Whether creating a 30 second app for the iPhone or an intricate social game for facebook or some splitscreen title for XBLA, it is the challenge of crafting a new experience that is fascinating. Right? If you are an artist, you want to learn from the greats so that you can paint your own unique landscapes and characters. If you are a composer, you don't want to make J.S. Bach's music, I hope. You want to make your own. A programmer who is doing the same thing as the programmer across the aisle is wasting text and time. And if you do not have those ideas yourself, you can undoubtedly find someone else to guide you in this tiny industry with a new take on what we do.

That is why I guess I had to do indie, because I had to do something new. The lead on Farmville spoke this year at the GDC Awards when his game won for Best New Social Game. He told indie developers everywhere that we should consider joining his team at Zynga, that's what an indie outfit can be. But my thought: You aren't original, and that is what I want from indie, I want creativity, and that is what I believe the real indie mindset is. Zynga makes products, but they dare not take a risk. I took a risk, I went indie. Maybe I will make money as an indie, but maybe not. I guess in the end, that risk is what it is all about for me. That willingness to go all-in on ideas I thought up. To create a product or art, I want to put my soul inside it. That is fun. That is why I am a game developer.