Technology

Well Played

02 Dec 2011
Posted by xeophin

Since I'm always on the lookout for game studies related material, here is a new, interesting journal: Well Played.

The Well Played Journal is a forum for in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. It is a reviewed journal open to submissions that will be released on a regular basis with high-quality essays.

Contributors are encouraged to analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create a fulfilling playing experience unique to this medium. Through contributors, the journal will provide a variety of perspectives on the value of games.

The very first issue tackles Minecraft, Left 4 Dead 2, Little Big Planet, Metal Gear Solid 4 and Afterland, a MIT GAMBIT project (of the serious kind).

The journal is released under a CreativeCommons License, so grab it while it's hot! [found via jesperjuul.net]

Posted by xeophin

Half a year after my bachelor's thesis game was presented at the bachelor's exhibition, it is now available as a download on this website.

The version is still largely the one that could be seen at the exhibition, with an additional, though very rough, English translation added.

Still, there are some bugs around. It might be best to understand the current state of the game as a tech demo: Most of the functionality is here, but it still lacks content and proper balancing. Play around – and tell me what you think.

Download

Known issues

  • Some dialogue options lead astray or produce errors. If you encounter one, please let me know the last working option. Pressing ESC will allow you to interrupt the dialogue and start again.
  • Moving around while carrying the moving box and looking at the floor will make you bump around – weird physics. Should have exchanged the box model with another one upon picking it up.
  • Kicking the ball around might result in it dropping out of the level.

The complete list of all known issues can be found over here.

If you encounter bugs or have other suggestions, please get in touch with me. Thank you!

Disney's Appmate

13 Nov 2011
Posted by xeophin

Actually, this is quite old and Janina told me about it a long time ago, but it remained in my little box of ideas that still need to be processed.

So, Disney actually produced an iPad game for their Cars franchise – using actual toy cars, that can be dragged over the iPad screen, controlling the game.

Probably best to have a look at it:

What's interesting is the fact that the idea is not entirely new. Infocom had a similar concept named feelies, packing physical artefacts with their video games, some of them even necessary to solve the puzzles, acting as a sort of copy protection.

What fascinates me is the combination of a video game and a physical artefact. Not necessarily just a special controller, like Guitar Hero and co., but actual objects that are relevant to gameplay in some other way. I haven't exactly have an idea how to pull it off right now, but it is an idea I'd like to explore further.

Posted by xeophin

Given the fact that I've produced a game that is all about bullying as my bachelor's thesis, I'm now more aware of the topic. Even more so given the fact that the game in its current form is still more a proof of concept rather than a proper game. Since I plan to finish and release the game at some point, I keep an eye open for any developments and insights on the field.

It is therefore extremely interesting to stumble on a recent study by Alice E. Marwick and Danah Boyd called The Drama! Teen Conflict, Gossip, and Bullying in Networked Publics. The authors argue that teenagers are wary to call bullying what it is. Instead, they opt to call it "drama".

Using drama, the teenagers are able not to get pushed into the role of the victim, instead staying above the situation:

Dismissing a conflict that’s really hurting their feelings as drama lets teenagers demonstrate that they don’t care about such petty concerns. They can save face while feeling superior to those tormenting them by dismissing them as desperate for attention. Or, if they’re the instigators, the word drama lets teenagers feel that they’re participating in something innocuous or even funny, rather than having to admit that they’ve hurt someone’s feelings. Drama allows them to distance themselves from painful situations.

Obviously, this does not solve the underlying problem. Bullying still happens, just by another name. Feelings still get hurt, and this needs to be addressed. Yet, it is something that I will have to keep in mind when developing the story further.

Posted by xeophin

When there is actually something happening it the Swiss games' scene, it should be noted. Even more so when the game is

  • available for free
  • based on a clever idea
  • and released without much fanfare.

Well, here comes the fanfare.

Roman Schmid (likely known to you as @bummzack on Twitter) created a Tetris clone for two, playable on your iPad, named Block Duel. It's not just your normal 1v1 game you know from the GameBoy version. You play on the same screen, one player with white blocks, the other with black ones – and whatever your opponent drops on his side becomes a hole from your perspective. It is, in short, a clever play on negative space – but what else could you expect from a person well thought in the arts of graphic design?

So, if you and your loved one have grown tired of Orbital1, Block Duel might be just the thing for you.

Read more about it on Roman Schmid's website or grab it directly on the app store. Oh, did I mention it's free? Yes, it totally is.


  1. Apparently a common choice, as proven on various occasions (okay, okay, on two couples I know of). 

Posted by xeophin

If it weren't for developers like [Defiant Development][2], you'd easily believe that creativity in the games industry is nearly extinct.

But those guys actually manage to take a really old and tired concept – i.e. a first person shooter – and spin it in order to make something else entirely:

A first person shooter.

Seriously. Hear me out.

Warco is a first-person game where players shoot footage instead of a gun. A work in progress at Brisbane, Australia-based studio Defiant Development, the game is a collaboration of sorts; Defiant is working with both a journalist and a filmmaker to create a game that puts you in the role of a journalist embedded in a warzone.

The game itself — the title of which is actually short for “war correspondent” — follows the story of journalist Jesse DeMarco. Players will experience the process of filming conflicts, going into dangerous situations armed with nothing but a camera. They will then edit the footage into a compelling news story. The scenarios range from intense bursts of action to quieter moments as you discuss the events of the day with fellow journalists in a hotel. Though the main mechanic will be filming the action, Warco is also very much about choice.

Well, this is how [WIRED][1] puts it, anyway. The developers obviously make it [sound a bit more dramatic][3]:

WARCO lets players shoot and record what they see ‘through the lens’ – framing shots, panning and zooming, grabbing powerful images of combatants and civilians caught up in war. They’ve got AK-47s and rocket-propelled grenades – you’ve got a flak jacket, a video camera, and a burning desire to get the story.

Posted by xeophin

The praise that Bioshock has received from other critics is – after having played through the game – definitely well earned. Even though I'm usually not exactly a very good FPS player, I managed to get through the whole game. And it definitely was worth it. The world building in Bioshock is excellent, be its embedment into the historical background, or the rich story that shines through at every corner, or finally the beautifully captured art deco architecture, which simply is a joy to explore and walk through.

Gameplay itself is reasonably varied as well. While some parts leave the player wondering whether they were just added to draw out game length1, the "magic" abilities one receives over time offer enough variation and allow the player to change his tactics over time.

Later in the game, some near-failure states are added: at one point, one continually looses maximum health, forcing the player to react faster. At another, the player isn't able to choose his currently activated plasmid. Not only is the game randomly cycling between the equipped plasmids, but between others as well, allowing the player to test out previously unavailable plasmids – and requiring him to change his tactics to deal with splicers every minute or so.

With Bioshock having distinct horror elements as well, sound plays an important element as well.


  1. Even though they might leave this impression, all parts are able to tell some part of the background story, allowing the player to dive deeper into the world. 

Laundropong

30 Sep 2011
Posted by xeophin

‘I realised that the skills I had developed in the virtual world were useless in the real world. I wanted to make them useful,’ says the 27-year-old [Lee Wei Chen].

So, as any self-respecting 27-year-old design student would, he clamped a game onto a washing machine, as Design Week reports.

The machine looks like an arcade style video console – but the bottom half of the unit is a washing machine, with the components’ circuitry linked together. Therefore, the washing cycle is dependent on the success of the person playing the game, meaning that if they struggle, extra coins are needed to make sure the washing cycle is completed.

While the idea might seem halfway funny at first, it becomes clear that Chen obviously doesn't have to wash clothes himself:

Despite the genius behind the idea, it seems Chen is still far from becoming a domestic god, remaining blissfully unaware of the nuances of actually washing clothes.

‘I don’t even know how to choose the programme,’ he says.

Well yeah – why would you redesign something that can be left alone most of the time as it does its work so that you have to stand right beside it the whole time?

Redesign something boring that actually requires attendance during its process – now that would make a lot more sense.

Once again shows that just slamming a game onto everything to make it "fun" (a.k.a. "gamification") is not such a sure-fire recipe as some people would want you to believe.

[found via BoingBoing]

Posted by xeophin

And as long as we're at the lists for game design students, this one might come in handy as well: A list of 20 game design blogs that students will love:

As video games continue to rise in popularity, game designers are being asked to create even more challenging and satisfying user experiences. Game design students are looking for information on the latest tips, tricks and techniques to help you take your games to the next level. Fortunately, there are several high-quality game design blogs to help guide your studies, skill development and provide you with the latest trends in the field.

Of the many game design blogs in cyberspace, we selected 20 that we think you’ll find useful now and long after you earn a game design degree.

I would, however, add three other blogs worth checking out:

  1. The Border House Blog: Yes, it has a clearly feminist twang, and don't always agree with them. But the point is: this blog keeps on reminding you that there are female, gay and lesbian players out there that do not constantly have to be reminded of their non-mainstream existence just because you, the game designer, once again designed the game to fit the wet dreams of a heterosexual 13-year old male …
  2. Robert Yang: Game Designer at the Parsons University in New York – provides thoughtful analysis of games, level design and general out-of-the-box-thinking.
  3. Terra Nova: This clearly goes into the realm of game studies – as such, the articles are usually rather long and contain convoluted words. Never fear!

Meta Games

04 Sep 2011
Posted by xeophin

Hidden deep in the trenches of Instapaper I found this little gem – as a matter of fact, this should be required reading for all game design students.

A huge list of meta-games: games about games.

Over the last few years, I've been collecting examples of metagames — not the strategy of metagaming, but playable games about videogames. Most of these, like Desert Bus or Quest for the Crown, are one-joke games for a quick laugh. Others, like Cow Clicker and Upgrade Complete, are playable critiques of game mechanics. Some are even (gasp!) fun.

Since I couldn't find an exhaustive list (this TV Tropes guide to "Deconstruction Games" is the closest), I thought I'd try to pull one together along with some gameplay videos.

It contains such classics like Desert Bus, First-Person Tetris or You have to burn the Rope, all of which you should check out at some point.

Offline for a while

25 Jul 2011
Posted by xeophin

Currently, I'm sitting on a plane leaving for Amsterdam. So yes, I'm on holidays!

Internet connectivity might be limited during the next two weeks until August 8 – depending on the availability of free WiFi. All your pending requests and mail will be dealt with after my return, promised.

But then again, you might be in for some new flickr pictures afterwards … ;)

Posted by xeophin

Living by the numbers – why yes, that's something I do and find quite fascinating. I love RescueTime and Google Analytics.

So it's no wonder I find Nothing's Time Tracker and Office Dashboard such an awesome idea.

Everyone continuously tracks the tasks they’re working on and thus generates his own stream of project Tracs, and there’s also a “team stream” running on a monitor in Twitter-like manner.

Project time tracking was now not only to be done as info to the project manager, but as statement of one’s own efforts. This new significance boosted meaning and quality of the Tracs. With that there is a much clearer picture of how different types of projects – and also for different sorts of clients – work.

The stream of Tracs is another knowledge tool that leads to many exchanges like “You’re having trouble with this? Maybe I can help.” or “Interesting stuff you do!“. Our latest “meta tool” therefore impacted positively on the internal communication culture: It was fun to add to the information stream with events and have an exchange in real-time. It repeatedly prevented task redundancies and helps tapping existing knowledge instead of creating it from scratch.

It functions similar to Twitter by keeping everyone in the loop.

Posted by xeophin

This made me LOL:

Munster has also assembled a chart indicating that there are, on average, 79 days between an iOS software event and the iPhone hardware announcement and 99 days between the iOS software event and the actual ship date of the new iPhone. According to those averages, based on the likelihood of iOS 5 being revealed on June 6 (at WWDC), the fifth-generation iPhone will be announced on August 24 and ship on September 13.

Who is placing bets?

Posted by xeophin

Robert Yang kindly asked me to translate the article about my level design considerations for my bachelor's thesis game. I'm slightly afraid that he is going to be disappointed, since this is not so much a theoretical approach to architecture and level design in general, but rather my thoughts and motivations for creating the specific level architecture for my own game.

Some Background

My bachelor project is going to be a serious game aimed at 13 to 15 year old students. It is trying to raise awareness of (homophobic) bullying.

Using a first-person perspective, the player starts out in what seems to be some sort of adventure game, but in the course of the game will be forced to change the character. This does not only change the way s/he sees the world (every character sees the world differently), but also how s/he can communicate with other people – and s/he will have to deal with the behaviour of the character s/he played before, since the player's previous choices are imprinted on this character. Confronted with her/his own behaviour, the player should be able (in the best case) to reflect on her/his way of treating other people.

When starting to design the level, I considered the following points to be the main guiding lines:

Isolation

With the game being a serious game and a bachelor's project, I have neither the time (now) nor the money (in the future, when, hopefully, I'll be able to finish and publish the game) to create a large, open world.

Some Stacks Short

26 Mar 2011
Posted by xeophin

Oh, Stacking. If only I could love you more. You seemed so promising, but yet ...

Okay, granted. I only played the demo, available on Xbox Live Arcade. Maybe that was not enough. Maybe I should play further, so I you could reveal more of your depth. But – do you possess it?

The concept of Stacking sounds brilliant at first. You are a little russian doll, a matryoshka. You are very small, just a child, so you can't do much else. But you can stack into other dolls. And while being in those dolls, you can control them. And, most importantly, use their specific abilities. This is the key point of the game. Every doll has a specific ability. Some drink tea. Some pass gas. Some shout. Some shake their booty. These are the tools you can use to solve puzzles.

The problem is ... it feels more like searching for the right key for your front door at 4 in the morning while drunk and without any light. There is exactly one key that will work. And it is somewhere in a flurry of other keys. This is how I felt when playing Stacking. Since you only know a doll's ability when having stacked into it, you spend most of your time stacking into other dolls, activating its ability and pondering its usefulness. The fact that you cannot just stack into any other doll, but only dolls of a specific size relative to your own does not help matters.

The designers tried to mitigate that fact by allowing several solutions for each riddle. It aspires to be like Scriblenauts, but falls short, because it is just not as free-form – the solutions are all pre-scripted.



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