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April 4, 2009

GameSetNetwork: Best Of The Week

It is, apparently, the weekend, so time to recap some of the week's top full-length features on Gamasutra, plus a few other notable news and opinion pieces from the site, and what we're up to on educational/student website Game Career Guide.

Some awesome stuff here: particularly Ian Bogost's editorial about Bushnell's Law, our feature on in-game achievements, the Pokemon interview, and rather more things besides.

Here are the top stories:

Gamasutra Features

The Art of Balance: Pokémon's Masuda on Complexity and Simplicity
"In a rare interview, Gamasutra talks to the key directors behind the 186 million unit-selling Pokemon series, talking about balancing and developing the massively popular Nintendo-backed series."

Persuasive Games: Familiarity, Habituation, and Catchiness
"In his latest 'Persuasive Games' column, author and game designer Ian Bogost looks at why we should repeal Bushnell's Law and move from 'addiction' to 'catchiness' in our framing of video games."

Unlocking Achievements: Rewarding Skill With Player Incentives
"Where did in-game achievement mania come from? Gamasutra talks to Naughty Dog, Infinity Ward, EA, Turn 10 and more to find what works, and what doesn't in the world of player achievements."

Making Games Art: The Designers' Manifesto
"In a likely to be controversial manifesto, the veteran developers that cluster around the Project Horseshoe mini-conference have produced a list of problems -- and solutions -- for video games' continuing strides towards the pantheon of great art."

Data Alignment, Part 2: Objects on The Heap and The Stack
"Continuing his two-part article on data alignment, game programming veteran Llopis explains how to align objects on the heap, and use this effectively for game coding."

Book Excerpt: How Game Developers Choose Leaders
"In an extract from his new book, Team Leadership In The Game Industry, Firaxis veteran Seth Spaulding uses key examples to demonstrate how to pick leaders and discipline-specific leads within your own game development firm."

Gamasutra News

Nintendo's Road Ahead: Denise Kaigler Speaks
"In an extended interview, Nintendo VP Denise Kaigler sits down with Gamasutra to discuss the DSi, the Wii Balance Board, pleasing the core gamer and why... Shigeru Miyamoto is like Yao Ming?"

Reminder: Dr. Dobbs Challenge Deuce Game Competition Deadline On April 6
"The first deadline for Dr. Dobbs Challenge Deuce, a game competition from world-renowned Dr. Dobb's website for software developers, is April 6 -- details within."

Survey: Outsourcing In Game Industry Still On Increase
"A new Game Developer Research report has revealed that 86% of developers now outsource some in-game assets, with 50% of those not doing so planning to start in the future."

Interview: Screen Digest On Subscription MMO Growth, Blizzard's Next
by Simon Carless

"Screen Digest claims the subscription MMO market will reach $2 billion in the West by 2013 -- we quiz them on microtransactions, major launches and Blizzard's next MMO."

GameCareerGuide Features

Top Ten Tips: Artist
"In the final installment of Game Career Guide's "Top Ten Tips" feature series, Robert Chang lists his top tips for industry artists."

Top Ten Tips: Audio
"Game Career Guide continues its "Top Ten Tips" feature series with a list penned by freelance audio designer Rob Bridgett, who shares his top tips for up-and-coming audio designers."

Column: 'Homer In Silicon': To Kiss John, Turn To Page 73

Heileen.png['Homer in Silicon' is a biweekly GameSetWatch-exclusive column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist. This week she considers "Heileen", a visual novel of an adventurous trip to the new world.]

Heileen is a "visual novel" in Ren'Py, produced by Tycoon Games (whose collaboration on "Summer Session" I wrote about in an earlier column). Unlike "Summer Session", "Heileen" has no resource-management element or structured gameplay, only a sequence of dialogue and action choices for the main character, which (as in dating sims in general) determine how she winds up relating to the characters around her.

I've noticed that authors of choose-your-own-whatever-style works often seem to think that their job is simply to put in decision points now and then in some otherwise fairly standard (or, indeed, substandard) story, and the results will be entertaining and replayable.

This is not the case. Choice-based games need to do many of the same things that challenge-based games do: engage the player with a strong hook; provide a sense of agency; keep its implicit promises.

"Heileen" treads a middle line, with some successful design choices and some unsuccessful ones -- which makes it a useful case study. The analysis that follows is based on my own highly opinionated take on what makes a choice-centric design work, namely: convergent plot, non-arbitrary options, strong pacing, and effective writing.

Is the plot divergent or convergent?

Does the player's choices drive the story in wildly different directions, or is there essentially one storyline, in which the player's choices lead to variations on the same theme? "Heileen" pursues the latter course: on multiple playings the player will encounter the same mysteries and secrets, but different choices about relationships lead to different possible outcomes.

It might seem as though a more divergent structure will lead to greater replayability, but I don't find that to be the case: I am most interested in replaying scenarios where I'm curious about an alternate branch, and in which there is something approximating a strategy to pursue. This is part of the reason why wiki-based collaborative choose-your-own stories rarely come out to be very satisfying: lacking any kind of common vision, they fly off in all directions, producing a highly chaotic experience which at best can offer some oddly visionary moments or startling juxtapositions, but which lack any semblance of real direction.

A closely-related point...

Are choices meaningful or arbitrary?

Does the player have a reason to be invested in one outcome or the other? Can the player reasonably guess what sorts of outcomes might come of his choices?

I remember as a child being irritated by Choose Your Own Adventure novels that started with questions like "You're in a cave that forks a little way ahead. Do you go take the left tunnel or the right one?" It is, of course, a choice I would have to make if I were exploring the cave in reality; it's even a choice that might appear in a more simulation-oriented game, where the game space was presented in some consistent way. But it is not a choice that has any narrative interest when the player has no way of guessing what might be at the end of either tunnel and no reason to pick one or the other. The player's role in narrative determination is here functionally equivalent to the role of a flipping coin.

There are plenty of examples of this kind of question design even in more recent work. "Dream Day Wedding" is a hidden object game: not my favorite genre to start with, and here iced with a quantity of romantic frippery that made me cringe. Its sole gameplay innovation is the introduction of "Choose A Story" segments, in which the player is invited to decide how (for instance) the bride and groom met. But the available options are generally meaningless: they let the player make choices about (for instance) whether they met at the bride's workplace or when she was out jogging, a purely circumstantial decision, but not about what kinds of problems they faced, how those problems were resolved, or how they developed as characters. Possibly this is because giving the characters any very serious problems would have been out of keeping with the rose-scented mentality of the game.

"Heileen", like other dating sims I've met, makes the choices largely about where the player character should spend her time, and whose side she should take. It feels from moment to moment as though there is a good correlation between player intention and story outcomes, since paying more attention to certain characters makes them more friendly and responsive. On the other hand -- I'm not sure whether this was my fault or the game's -- even after reading some hints on the game's forum, I wasn't able to change the ultimate outcome of the story. No matter what strategy I took towards interacting with the other characters, I always wound up involved with the same one.

Is the pacing even? Are choice points distributed with reasonable evenness?

This kind of question doesn't come up much with the classic old form of Choose Your Own Adventure book, because choices happen at the bottom of every page or two, and no segment ever runs very long. In a computer-directed game of choices, however, there is a lot more room for variation -- and the player also doesn't have the option of flipping ahead to see how long a passage he's in the middle of at the moment.

"Heileen" was a little problematic in this respect. Some portions of "Heileen" run for very long periods without any opportunity to intervene. It may be that my own expectations interfered with my enjoyment here: I generally think of cut scenes and other long uninteractive stretches as bad things in interactive narrative, but they are not at all uncommon in Ren'Py novels, and there are several apparently quite well-regarded works (such as "Songs of Araiah" or the short poem-like "The Rise and Fall of Gemini") that offer no decision points at all. Personally I find myself getting impatient reading a "novel" where I have to press a key in order to continue after each line of dialogue, especially if I am never to be allowed to intervene; nonetheless "Heileen" hardly invented this kind of structure.

The linearity is most evident in the last portion of the game. Here at least the end of the story partially reflects the player's choices, so it varies some from playthrough to playthrough; nonetheless the structure felt a little unbalanced to me.

Is it a good story?

Beyond all these structural considerations, of course, a game or interactive story of this kind is going to depend especially heavily on the quality of its writing -- the plotting, the prose quality, and the characterization -- because it is from these things, rather than from any procedural aspect, that all the texture and the aesthetic pleasure of the piece has to come.

I will admit that "Heileen" struck me wrong in a couple of ways from the outset. For one thing, it purports to be a historical story, but even allowing for the fact that this is "historical" as seen through the filter of the dating-sim genre, it's almost impossible to take seriously. Our young heroine -- supposedly a creature of the 17th century -- sets out to sea in a vessel that resembles a cruise liner more closely than any old-world sailing ship. She has a spacious room to herself (as, apparently, do most of the other people aboard the ship), uses the bathroom when necessary (no sign of plausible ancient hygiene), and contracts scurvy only if she is too narrow-minded to partake of the fresh fruits and vegetables that are, of course, freely available. Most of the women aboard dress and act in a way that would have been unacceptable at the time, and the characters have surprisingly modern views on such topics as slavery, class status, lesbianism, and polyamory.

Then, too, it takes the plot of "Heileen" a long time to get rolling. Again, I suspect that genre conventions may be standing in the way of my appreciation a little: as far as I can tell from my as-yet limited experience of dating sims, it is an adequate premise simply to put the main character in a new situation in which he or she is surrounded by romantic prospects.

This "Heileen" certainly does -- the ship to the New World abounds with unexpectedly well-groomed sailors and officers, and Heileen loses no time in becoming interested in them. As seen from outside generic expectations, though, this looks a bit weak. In fact there are more significant tensions and mysteries to be found later in the story, but "Heileen" rambles and dithers a bit before stumbling upon these; rather, I thought, as stories often do when the author starts out not quite sure what the point is going to be, and finds out only about halfway through writing. The corrective for this is then to redraft the story. As things are, "Heileen" never really achieves a thematic unity.

I find myself comparing "Heileen" back to "Summer Session", which I found considerably more successful. Some of the difference, certainly, has to do with the gameplay structure: the resource-management component of "Summer Session" provided a sturdy backbone to the story that reinforced player agency and gave a sense of forward movement. Likewise, the characters were more consistently delineated in "Summer Session". One of the most potentially interesting characters in "Heileen" is that of your friend and companion Marie; but the game can't seem to make up its mind about whether Marie is outgoing or shy, daring or restrained. Her romantic plot arc, too, makes little sense, as she can switch attitudes and interests apparently in the blink of an eye. There simply wasn't enough consistency there for me to believe in Marie as a person, even a conflicted and complicated person. In "Summer Session", by contrast, replaying the game gradually revealed more plot events that explained consistent but previously-misunderstood behavior from the protagonists.

To be fair, though, part of the trouble with "Heileen" is that, as a story, it is considerably more ambitious than "Summer Session". It then falls short of these ambitions. The characters in "Summer Session" are troubled for the most part by light concerns: holding a summer job, passing a school course, getting along with the popular kids, saving up enough cash to buy cooler clothes. "Heileen"'s characters have their preconceptiones overthrown, encounter life and death situations, and see some of the darker sides of human experience, but they still act and think with a schoolgirlish immaturity.

In a lot of ways the issues I had with "Heileen" are variations on problems I've seen in a lot of different game styles when they begin to embrace more narrative ambitions. A design that might have been perfectly sufficient for a dating sim set in a high school becomes awkward and inadequate for a high-seas adventure with more serious themes. These are natural growing pains.

[Emily Short is an interactive fiction author and part of the team behind Inform 7, a language for IF creation. She also maintains a blog on interactive fiction and related topics. She can be reached at emshort AT mindspring DOT com.]

Best Of Indie Games: A Balancing Act

[Every week, IndieGames.com: The Weblog editor Tim W. will be summing up some of the top free-to-download and commercial indie games from the last seven days, as well as any notable features on his sister 'state of indie' weblog.]

This week on 'Best Of Indie Games', we take a look at some of the top independent PC Flash/downloadable titles released over this last week.

The delights in this edition include a unique gravity-altering puzzle platformer, a new game from famed creator Chris Crawford, a physics-based puzzler, a one-room adventure game, an extreme action game for the Xbox Live Arcade service, and an experimental work based on the idea of drawing your own playable character.

Game Pick: 'And Yet It Moves' (Broken Rules, commercial indie - demo available)
"The objective in this entertaining gravity-altering platformer is to assist our papery friend traverse numerous exotic locations ranging from underground caverns to swinging treetops. The graphical style is the perfect balance of neat and scruffy - all the surroundings are made to look like they have been taken out of some sort of publication, hence the ripped edges and jagged visuals. Certain levels have textures which aren't 'stuck' and scroll along as our hero dives about. Very bizarre and very cool."

Game Pick: 'Balance of Power: 21st Century' (Chris Crawford, browser)
"Balance of Power: 21st Century places you in charge of the US and asks you to make numerous decisions about the welfare of the world. It's a storybook style game where all goings-on happen in text form. Every decision you make has a consequence and it's up to you to decide how to play - either be an evil dictator and scare every other leader into submission, or be kind and generous and win their approval."

Game Pick: 'Redstar Fall' (Stankevich Konstantin, browser)
"A physics-based block removal puzzler in the style of Totem Destroyer and Tumbledrop, where the main objective is to place the red star on a flat platform to complete a level. This is achieved by removing the striped blocks carefully, one after the other, in hopes that the star will land on the sweet spot safely."

Game Pick: 'Neptune' (GUMP, browser)
"A slight departure from GUMP's usual House series, the story of Neptune is about a child who happens to come across a strange structure while taking a walk in the woods. Without thinking twice, the young'un decides to enter this building and explore the surroundings within, not realizing that it will be easy to enter but unnecessary complicated to exit from this futuristic-looking complex."

Game Pick: 'Flickerstrings' (Arvi Teikari, freeware)
"A new experimental work created by the developer of FIG and Jump on Mushrooms: The Game. In it, players are required to draw a shape to use as a playable character. Once drawn, the object can used to move around the level or turned into an immobilized platform when the player attempts to draw the next shape."

Game Pick: 'The Dishwasher: Dead Samurai' (Ska Studios, commercial indie - demo available)
"An XBLA platforming side-scroller with blood splatter everywhere, scary-looking knives, heavy-duty weaponry and comic violence galore. The gloomy surroundings and brilliantly detailed backdrops coupled with a camera which zooms around, focusing on all your gory beheadings are all done so well that Ska Studios should definitely be commended for it."

GameSetAnnouncement: Expanding GSW Service, Hurray!

So, as you might have noticed, there's a few changes on GameSetWatch today, for the awesome++. Specifically, we're expanding our blog posts on weekdays, with the help of the wonderful Eric Caoili.

In fact, Eric has already been posting today on neatness like Amusement magazine, Bubble Bobble T-shirts, and Muxtape funkiness, and he'll be continuing in that vein starting on Monday.

So why the change? Well, due to a bit of a hectic schedule here running Gamasutra, Game Developer magazine, the IGF, etcetera, GameSetWatch has been clamped on 3 posts per day for the last year or two. And they've tended to be 'super-dense linklog', '2000-word interview', '1500-word GSW column' - in that order.

That's all good, but I think that weblogs - or at least, weblogs that I like - are meant to have a _little_ more diffuse, bitesized culturally-aware content than just dense, multi-link cross-posted longform insanity. (Just like GameSetWatch used to have, back in the day.)

So we're keeping the regular columns and the linkdumps from me (Simon), but adding five daily Mon-Fri posts from Eric - who has done great work for us previously as a Gamasutra news guy and a number-cruncher for Game Developer Research, and whom you also might know from awesome DS site Tiny Cartridge.

Please welcome him, and look forward to more smart cultural interstitial posts from Eric, starting on Monday, as we take GSW from about 20 weekly posts to around 45 (still manageable!). In the meantime, the weekend is still mine to bore GSW readers with linkdumps and other tragicomic video game material, hurrah!

April 3, 2009

Unreal Hill Zone? No, Seriously...

Building on top of UT2D, an Unreal Tournament 3 mod that transforms the first-person shooter into a 2D shooter, Rikhan_z injected Epic's 2007 game with advanced blast processing technology.

In the process, he replaced its dreary environment with blue sky textures modeled after Sonic the Hedgehog's Green Hill Zone, as follows:

I'm sure that given the choice, most would have picked this method of introducing firearms to the Sonic franchise, rather than suffering Shadow the Hedgehog. To maximize your enjoyment of this clip, make sure to play the original Green Hill Zone music in the background, which you can load up with this convenient link.

And to see the reverse -- Sonic running around in Unreal Tournament 2004 (and riddling Mario and Futurama characters with bullets) -- there's a video for that, too!

[Via TechEBlog]

Taito, ACG Show Off Darius, Bubble Bobble Shirts



Even in slimming black, it probably isn't a good look to wear a shirt with huge red sans-serif text yelling in all-caps, "Warning," "Huge Battleship," and "Approaching Fast." If you're a fan of shoot'em-up Darius, though, specifically of its King Fossil boss, perhaps you will be willing to make concessions for this shirt.

If not, Taito also has two other more sensible shirts for its cuter characters, Bub and Bonner (aka Drunk, Willy Whistle), from the Bubble Bobble series. The three cotton shirts, available only in Large and priced at $30 (¥3045) each, will be sold in stores later this month in Japan.

Interview: Zoonami's Hollis On Bonsai Barber's WiiWare Sprouting

[We'll be running a bigger interview soon about this, but I'd like to direct everyone's attention to Zoonami's Bonsai Barber for WiiWare, which has been pretty late-promoted by Nintendo (announced about two days before debuting!), but is a really, genuinely interesting title from the enigmatic, indie-friendly Martin Hollis and friends.]

Earlier this week, Nintendo published Bonsai Barber for WiiWare, the first game in some time from Zoonami, GoldenEye game director Martin Hollis' company, and Gamasutra had a chance to sit down with Hollis at GDC, check out the game, and discuss the company's intention for the title and the process of its creation.

Bonsai Barber has a unique scenario -- the game puts you in charge of cutting the leafy green hair of tree-people who come to your shop with very specific requests. A second player can help or hinder you -- their choice -- using simple-to-understand tools.

Former Rare developer Hollis and his colleagues designed Bonsai Barber to eliminate frustration and engender collaboration and conversation. The game is also meant to be a little at a time for a long time -- you can only cut five heads of leaves a day and must return the next day to play again.

Hollis describes the title as "a new-core game... which means... kids who don't call themselves gamers, although they play a heck of a lot of games."

The Zoonami head spoke openly about his reliance on prototypes with Gamasutra, saying he felt relieved when he saw thatgamecompany's Flower presentation at GDC, realizing that his studio wasn't the only one reliant on this design process.

Hollis may have the right to feel a bit nervous -- the company's last game never came to fruition. After several years of prototyping, what was intended to be a Gamecube retail product never settled to a core design and was shelved.

Says Hollis, "It was tough, to be blunt, for Zoonami for our first three years -- we were a bicycle trying to go as fast as a car, and we couldn't do it. We were working on a retail product that was intended for the Gamecube, and it was tough. If you go into a shop today, it's like 'We can't have a place in this world!' Digital is just perfect for us. It's made everything possible."

This process extends to the company having a very democratic design process, with everyone contributing, says Hollis: "I like things to be undefined -- we have five designer/programmers on this game. The artist is like a designer/artist. That story just carries on."

Though Hollis believes in this model -- "To me, there's no reason you couldn't make a game with two people, and it could be the biggest game of the year," he says -- he does admit that "The outlets aren't really there yet -- you can't sell 10 million copies on digital easily. But we're going to get there in a few years."

He does admit, specifically, that WiiWare may not have the requisite penetration for mass success yet, but believes that "in a couple of years, it's really going to pull through. It takes time to build awareness of [a service like] that."

In trying to create an amusing, lighthearted game for a general audience, Hollis looked to unusual sources for game designers, he says. "This is supposed to be a comedy game -- we've put a huge amount of work into that. That could be our genre.

"It's supposed to be like a TV show -- Friends is like one of our models for this game. A bunch of people can sit in a living room and enjoy Friends. If people are laughing, they're laughing together, and that brings people together into a group."

The full Q&A with Hollis, which goes deeper into his inspirations and thoughts on the emerging mainstream digital console download market, will be presented on Gamasutra in the near future.

Muxtape Featuring Chiptune Group Anamanaguchi

I haven't visited Muxtape much since the RIAA transformed the former user-uploaded music playlist site into a platform for promoting select independent artists, but the addition of chip music group Anamanaguchi to its list of featured artists raises an interested eyebrow, especially with it sharing space with indie favorites like of Montreal and Amanda Palmer.

At Anamanaguchi's core is Peter Berkman, who was the driving force behind the band's acclaimed first release Power Supply, and later brought in Ary Warnaar, James Devito, and Luke Silas to fill out the group for live performances. The four-man crew certainly stands out from Muxtape's other featured bands for its blend of traditional instruments -- guitars, bass, drums -- with a hacked NES and Game Boy.

Anamanaguchi's collaboration with Muxtape comes at an opportune time, just a month after the release of its sophomore album Dawn Metropolis, and only a couple weeks after its DATAPOP 2009 performance at SXSW. Those of you who haven't yet been exposed to the "hyper-melodic, electric powerpop" would do well to start with the three Dawn Metropolis sample tracks at Muxtape -- Blackout City, Dawn Metropolis, and Mermaid.

Though you can listen to, watch videos for, and buy the entire album on the band's dedicated Dawn Metropolis site, this Muxtape hub also has band member Peter Berkman's recent chiptune cover of Wavves' So Bored, and will presumably host more B-sides in the future -- perhaps Anamanaguchi's reimagined version of Mariah Carey's All I Want for Christmas Is You?

On the topic of goofy micromusic, did anyone else get a kick out of "chiptune media sharing" site 8bitcollective's April Fools prank the other day, replacing all its streaming songs with an LSDJ cover of The Girl from Ipanema?

Best Of GamerBytes: GDC Round-Up, XNA Analysis

xnabestof.png [Every week, sister site GamerBytes' editor Ryan Langley passes along the top console digital download news tidbits from the past 7 days, including brand new game announcements and scoops through the world of Xbox Live Arcade, PlayStation Network and WiiWare.]

This week has been quite a large one for us at GamerBytes - there has been a lot of discussion circling about the XNA Community Games since sales figures are now available to developers. We exclusively revealed over 25 games' sales and how well they have been doing. It's a little all over the place, but it's an excellent resource for upcoming developers.

This week's released include the indie developed Dishwasher: Dead Samurai on XBLA, the points and multiplier based Burn Zombie Burn and turn based Worms on the PlayStation Network, with Comet Crash coming out later this week, and Bonsai Barber for WiiWare - an interesting game where you give each tree a trim using the Wii Remote.

Here are the top stories of the week:

GamerBytes Originals

GamerBytes Analysis: XNA Community Games Sales Data Revealed
We exclusively reveal selected sales data for XNA Community Games.

GamerBytes Analysis: More XNA Data, And A Look At Sales Trends
We look at the top days of sales for the XNACG, as well as reveal more promising data for other games.

GDC '09 Coverage

GDC '09 Roundup - All The Media You Can Muster
A giant list of all the video and hands on for XBLA, PSN and WiiWare projects.

XNA Community Games

Casual Game SuperCow Now On XNA Community Games
SuperCow, a popular game on PC casual portals such as Big Fish Games and GameHouse, is now up on the XBL Community Games circuit - and it's pretty good.

XNA RoundUp #11 - Solar, Battle Havoc
Control your own galaxy with Solar, or shoot stuff in a trajectory based multiplayer shooter.

Community Games Can Now Change Prices, Many Games Now Cheaper
Buy even more Community Games for a much cheaper price.

Xbox Live Arcade

DishWasher: Dead Samurai And Cheap Alien Hominid HD Now Available
Hack and slash secret agents this week in both XBLA titles.

Wolfenstein 3D Coming To XBLA And PSN
Play as "B.J." Blazkowicz once again and destroy Cyber Hitler.

First Screens of NECTARIS: Military Madness
As grey as ever, but looking good.

The Original Call Of Duty Coming To Consoles For The First Time
The only Call of Duty not available on a console coming our way through the XBLA and PSN.

Halfbrick Announce Raskulls For XBLA
The Skull King's favorite pastime is "kinging".

PlayStation Network

NA PSN Store Update - Burn Zombie Burn, Worms PSN
Burn zombies and blow up squishy pink people.

EU PSN Store Update - Burn Zombie Burn! And PAIN Expansions
Don't forget to burn the zombies - it's in the title, after all.

Curve Studios' Explodemon Blasts Onto The Scene
It's Mega Man meets Iron Man's color palette in this cool sidescrolling platformer.

GDC '09 - GameTrailers Interviews Dylan Cuthbert On PixelJunk Eden: Encore
Get the latest on this PixelJunk expansion.

GDC '09: Fat Princess Media Blowout
16-on-16 battles with cute little men, while stuffing the face of a porky princess.

WiiWare

NA WiiWare Update: Bonsai Barber, Super Punch Out!!
Trim the sides off trees in this bizarre but surprisingly good game.

EU WiiWare Update - Texas Hold'em Tournament
Online poker for only 500 Wii Points.

GDC '09: Final Fantasy Crystal Chronicles: My Life As a Darklord Makes You Defend Actual Towers
The sequel to My Life As A King changes things up a bit.

GDC '09: Final Fantasy IV: The After Years Finally Confirmed For WiiWare
Phone-based RPG sequel to a SNES game makes its way to WiiWare.

GDC '09: Rock N' Roll Climber Ultimate Spider-Man Simulator
Want to rock climb without actually climbing rocks? Well you're in luck.

GDC: The Mega64 Chronicles - Pt.2, Serenading Indie Games And Socking People In The Face

On the heels of the first YouTube-posted Mega64 clip that originally debuted at the Game Developers Conference's IGF and Game Developers Choice Awards, the comedy skit crew posted two more videos from the event.

The first of which is this stirring homage to both independent games and Chris Dane Owens' romantic fantasy music video for Shine On Me (part of a trilogy!):

If you end up humming the song all day with the words "Have you played World of Goo? Feels like God is kissing you" stuck in your head, you can download the MP3 for “Topher Great Payens - The GDC” from Mega64's site. Also, a quick warning -- posting a link to this YouTube video in your work's Campfire chat room will result in something both embarrassing and horrifying.

The second Mega64 video uploaded today uses less horses and more punches to promote the indie gaming agenda:

It has traces of Andy Samberg's People Getting Punched Right Before Eating SNL digital short, but with Dan Paladin instead of Jon Bon Jovi, both being wonderful artists in their respective fields.

Sound Current: 'The One-Two Punch of Street Fighter IV's Audio'

[Continuing his excellent 'Sound Current' series on video game audio for GameSetWatch, Jeriaska tracks down the sound director and composer for Capcom's fighting game rebirth Street Fighter IV to chat about classic soundtracks, character-themed audio, and... bagpipes in a fighting game?]

Often when more than one sound creators participates on a given game soundtrack, the designers retreat to their separate corners to focus on their individual approaches to the audio.

For the soundtrack to Street Fighter IV however, sound director Masayuki Endou and composer Hideyuki Fukasawa were hardly isolated in their methods. Their involvement in developing the way the fighting game sounds might be described as the endeavor of a tag team.

In this informal conversation with the sound creators, Endou and Fukasawa share details on their collaborative process, which can be traced back to several of Capcom's popular action series.

The designers reflect on the challenges of finding regional instruments to match the international setpieces of the Street Fighter combatants, the struggle to provide a contemporary feel to melodies that fans have known by wrote for years, and the effort to choreograph songs and sound effects to increase the drama of the game's fights, medleys and animated cutscenes.


Composer Hideyuki Fukasawa & Sound Director Masayuki Endou

GameSetWatch: Endou-san, Fukasawa-san, thank you for joining us for this discussion of the sounds of Street Fighter IV. Can you describe your roles on the production of the game title?

Masayuki Endou: I was in charge of sound direction and sound design.

Hideyuki Fukasawa: My job was composing songs, arranging and programming audio.

GSW: When was it that you first began work on Street Fighter IV?

Endou: The project itself got going three or four years ago, while sound production started just about two years ago. Does that sound right?

Fukasawa: I remember just two years back the producer, [Yoshinori] Ono, got things rolling on the main production.

GSW: At that time, what was determined as the central concept behind this new installment of the long-running franchise?

Endou: This was going to be a new beginning, but not in terms of a remake. The concept was to reinterpret the series for this current generation of game hardware. We felt the realism of Resident Evil 5's sound design would not necessarily work for Street Fighter. Rather, we were looking for a balance between the hyper-realism of foley art and taking liberties with combat effects that were further from reality. These can have a degree of dramatic force, especially when they are familiar from previous installments. We were looking for a mix of sounds that were both nostalgic and fresh.

Fukasawa: For my part, I started off by bringing to this game what I personally wanted to hear. In arranging previous themes, my mission was to make the new versions reflect a very modern style, while bringing out new sources of drama in the story of each character and their locales.

**Past Collaborations and Preparation**

GSW: What sorts of objectives were driving your work on the Street Fighter IV soundtrack?

Endou: For both the music tracks and sound effects, we thought a lot about what would have an emotional impact. Choreography was very important. While we could rest assured that Fukasawa-san's songs sounded great, we knew the effect would be compromised if the timing were off.

Fukasawa: Endou-san's direction was essential. I can get so wrapped up in my own musical tastes that I lose sight of what the player expects from the soundtrack. That was the advantage of working with an insightful director.

In all honesty, my goal in joining this project was to avoid getting beaten up by fans for having mangled their favorite themes. (laughs) Essentially, what I needed to do for the soundtrack to be a success became clear early on. I wanted to establish a new paradigm for the music style that had legs and would last throughout the coming decade.

GSW: On which projects have you collaborated together previously?

Endou: Fukasawa-san and I just happen to wind up on the same projects, like Chaos Legion, Onimusha, and Monster Hunter Frontier. From the mail we receive, some fans seem to think it was planned that way. Regardless, we seem to work well together as a team.

On this project, the game was for new gen hardware, so much of the audio was created with surround sound in mind. While I offered some direction, Fukasawa-san composed the individual tracks, which I then mixed to be optimized for 5.1-channel sound systems. His sessions were prepared with the mix in mind, so there was useful continuity between our roles.

Fukasawa: At times it feels like Endou-san and I shared the same childhood memories. At one point we discovered that we both happened to have the same obscure 12-inch vinyl records in our collections. These common interests help us communicate, which is of great value in working together on projects.

GSW: What kind of research went into giving the game an international musical palette?

Fukasawa: I listened to a lot of folk songs and popular music from Russia for that one theme. While the beat has a house and techno feel to it, Russian folk songs helped form the melody. Another important part of the background research involved immersing myself in the music of Street Fighter. My iPod was packed with fighting game tracks, and they brought to my attention the strong melody lines and well crafted arrangements that have characterized these games.


**Personal Perspectives on the Characters**

GSW: What characteristics did you feel were important to lend the stage music of the handful of characters that are new to Street Fighter IV?

Endou: A guideline that we kept in mind was to let each song act symbolically. That might not be expressed through the main melody. It could be as simple as a motif within the song that operates as a thematic hook, giving it a symbolic power. In terms of crafting songs that left a strong impression on the player, we felt that Street Fighter IV should share this characteristic as its common bond with Street Fighter II.

For instance, C.Viper brings to mind a sense of speed. Abel is complemented by a sorrowful melody with strength of force. El Fuerte's theme is as catchy as the fighter is hot-blooded. Rufus rides a motorcylce, so his song exudes that freewheeling spirit. Seth is plagued by despair and chaos. Gouken shares similar and opposing motifs with Gouki. Each of these themes reflect the personality of the characters.

Fukasawa: I agree, you get a sense of C. Viper's fresh arrival to the Street Fighter series through the swift pace of her musical theme. Her backstory also proved pivotal in informing the song. Because she's carrying this dilemma of being both a mother and a high ranking member of a top secret organization, the drama behind her situation provided plenty of ingredients for the music track.

In the case of C. Viper, as with the other character themes, it was never my conscious intention for them to be reminiscent of what has come before in the world of Street Fighter. By contrast, I was aiming at discovering atmospheres outside the bounds of familiar territory. Particularly, El Fuerte's song means something to me because it feels like such a departure.

Street Fighter IV Original Soundtrack
Tracklist

GSW: Are there ways in which the theme music intentionally reflects particular dramatic situations?

Endou: As sound director, for me everything hinged on the drama of the characters' confrontations in the ring. The vocal parts foregrounded in the rivalry scenes are actually interwoven with the musical themes. For instance, when playing as Sagat versus his rival, the intensity of the song is timed to rise as Ryu begins to speak. I'm still amazed by the effectiveness of this scene and the dramatic atmosphere of the Gouki vs. Ryu bout.

GSW: Were there any particular technical issues that proved challenging, such as making certain that sound effects did not clash with the musical themes?

Endou: With fighting games, too much concern for balance can stymie the project. In the case of Street Fighter IV, just when a character will speak or where a sound effect will take place is unpredictable. Ensuring the music was solid regardless was a challenge, but I felt that Fukasawa-san was up to the task.

During the mixing stage, I applied equalization to adjust the frequency range of the voice tracks and sound effects so that they would not obscure the music. Volume controls were also applied so that the right elements of the soundtrack would be elevated depending on the situation. For the cutscenes, Fukasawa-san and I did discuss which sounds to emphasize. We left audio design decisions up to each other and never ran into conflicts.

Fukasawa: The sound effects were not on my mind while composing the stage themes. Where I was more considerate of the interplay between music and effects was during the animated cutscenes. Luckily these audio requirements never seemed like constraints. Just the opposite, it was an opportunity to make use of sound effects to leverage the dramatic impact of the music.

GSW: There are a number of unique choices to the instrumentation, such as the electronically distorted vocals on the Tokyo overpass stage, or the bagpipes heard in the distillery. How did you ensure that these unusual choices served the purpose of the compositions?

Fukasawa: The cultural backgrounds of the various stages helped to guide the selection of musical instruments. "Historic Distillery" takes place in Scottland, so bagpipes naturally came to mind. You might think, bagpipes in a fighting game? However, modifying the traditional way that the instrument is played, it seemed to bring just the right touch to the stage theme. This is just one example of instrument choices that seemed risky at first, but proved effective.

Endou-san had no shortage of helpful advice regarding which rhythm fit which groove, and what kind of instruments would help to match a given melody. We somehow found the nerve to carry these experiments through.

GSW: How did you go about differentiating the alternate tracks for the Brazil, China and Vietnam stages so that the same melody took on different qualities?

Fukasawa: These three themes received arrangements for the console game that were not present in the arcade. These were going to be songs that players were familiar with, so for the home console I was looking for arrangement techniques that would add a further dimension.

The Brazil stage is set in a jungle, so regional music with lots of percussion was called for. ”Pitch-black Jungle Stage” plunges the listener into the jungle at night. The sense of danger is more ominous because the sun is down, so in comparison with ”Inland Jungle Stage,” the feeling is more chaotic, and the tone of every instrument resonates with greater aggressivity.

GSW: Fukasawa-san, you have an interest in working in electronic media, both in music and visual design. Can you tell us a little about how your multi-media creativity impacted the Street Fighter IV project?

Fukasawa: I like to acquaint myself with works that incorporate graphics and sound. I've heard a certain well known film director contends that as much as 50% of a viewer's experience of a film is the result of the soundtrack. While it might sound like an exaggeration, my personal inclination is to believe it's the truth.

Music lends images certain overtones. I find it really exciting that a personal interpretation of visual content can be embodied by the music track. In composing for Street Fighter IV, the stage layouts and the character designs were a continuous part of the dialog. Of course, I would be very happy if listeners of the soundtrack can pick up on the excitement of working on this game.


**History of the Series**

GSW: There is a twenty year history to the Street Fighter games. Was a sense of the tradition underlying the series a primary motivation in incorporating melodies from previous titles?

Endou: Certainly, we felt reminding players of the tradition of the series would be easy to accomplish by bringing back the songs of Street Fighter II. The difficult task was to arrange them so that they were seamlessly integrated into the world of Street Fighter IV. Fukasawa-san excelled at this.

Fukasawa: The melodies of Street Fighter II leave such a strong impression that going into the project I thought you could do no wrong. In reality, it was this strength that made them tough to arrange. I would find myself hesitating when modifying the harmonies or bass lines because the source material was so well refined.

GSW: Had you listened to any of the many arranged albums? A few that come to mind are the Alph Lyla album with Yuji Toriyama, Street Fighter Tribute supervised by Shinji Hosoe, and the more recently released HD Remix arrangements by OverClocked ReMix.

Endou: We listened to the arrangements and did our research. All the albums you mentioned are unique in their style, thanks to the long history of the series. None would have been embarked upon were there not strong feelings about the game. There is perhaps no greater affirmation of the lasting power of a game's music.

Fukasawa: I listened to the previous arrangements, too. Honestly, my first thought was that in the face of this towering stack of cool remixes, I didn't stand a chance.

GSW: How specifically did you go about arranging the songs from Street Fighter II?

Fukasawa: Well, I actually had a secret weapon. Endou-san possessed a standard MIDI file of the original tracks. When he sent it to me, I was like, "This is going to be a snap!" Little did I know, I would end up performing all the tracks over again on a MIDI keyboard.

Just relying on the computer to do the work for me was not enough for the job. I had to train these songs into my muscle memory and start from there.

GSW: What were your intentions behind creating a medley for the staff roll theme?

Endou: We had a genuine reason for this. Compared with an RPG, the time it takes to complete a fighting game is relatively short. When you beat the game, the next thing on your mind is, "Okay, which character do I play as next?" By listening to each of the theme songs of the characters consecutively, players would get a sense of their personalities and be like, "Oh, that's Guile's theme? I'm going to play as Guile this time!" Also, by bringing together old and new themes, we hoped to bring back old and new memories of Street Fighter.

GSW: In conclusion, what are some of your favorite details of the audio design that those who play the game can listen for?

Endou: I think it comes down to the spectacle of the confrontation. The rivalries that have been simmering since long ago are the dramatic backdrop of Street Fighter IV. The challenge in bringing these confrontations to life in terms of the audio entailed rendering the familiar 2D world in 5.1-channel surround sound. The drama is there in the sound of the super combo finishes and ultra combo finishes, which can only be truly experienced in a surround sound environment.

Fukasawa: I was very particular about using instruments that are appropriate to the region. The use of certain samples that came from my digital audio workstation were also a source of pride, in that I cared about where the samples were from. The drum track for Rufus's theme, for instance, is by an American drummer using an American brand drum set. Finally, the sadness conveyed by Viper's theme means a lot to me. I hope that you enjoy these touches and have the chance to hear our future projects.

[Interview conducted by Jeriaska. Translation by Ryojiro Sato. This article is available in Japanese on Game Design Current and in Russian on Game-OST. Images courtesy of Capcom and Suleputer. Street Fighter IV Original Soundtrack can be imported from Amazon.co.jp.]

New Amusement Magazine Issue Comes With RFID Tag



The fourth and newest issue of quarterly French gaming lifestyle mag Amusement -- which our own Kevin Gifford lauds as "a mixture of Edge and a European fashion magazine" -- will come with an RFID tag attached to its second page, a global first for any magazine, according to Amusement's claims.

Readers touch the tag to an RFID Mir:ror scanner, which sends a request to a server and opens digital applications. The first edition unlocks a game designed by indie developer Mark "Messhof" Essen, an interactive multi-user application by Digital Shadow, an interactive installation by Factoids and The Tone, a 3D video by Gkaster, and wallpapers by Philippe Jarrigeon.

You can preview a few excellently laid-out and somewhat NSFW pages from the new issue (in French) on Amusement's site. Hopefully, an English edition will also be available in the U.S., as editor-in-chief Abdel Bounane revealed last year that there were plans to bring the magazine stateside and to the UK in 2009. There's a good possibility of it happening, considering that Amusement put out an English press release to announce this RFID gimmick!

GameSetLinks: Soulja Vs. Braid Vs. Action Button Alert?

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Continuing with the GameSetLinks - and we're actually about to enter a new era(TM) for GameSetWatch, as you'll see in the next couple of days, possibly one with slightly less denseness that blows your head off, we still have a bunch of neat links (only a few left over from GDC!) here.

Among them - the (pictured) ActionButton remix of the Soulja Boy Braid review fascinates me because it's the kind of deadpan randomness that I feel like there should be more of in games - more of this, and less angry nerd ranting. But hey, angry nerd ranting has held us in good stead, historically! Also in here - a gaming resume in T-shirts, a demo-scene trilogy completed, and lots more.

The grid evolves:

demoscene.us - MindCandy at Blockparty 2009
'Hornet (specifically, Trixter and Phoenix) will return to Blockparty in 2009 and announce the next release in the MindCandy DVD/video series.' Very cool - important archival demo work, after the PC and Amiga volumes. Guessing it might be.. oh, you know!

Action Button Dot Net: Braid review
Just beautifully incendiary writing from Rogers, and more to the point, includes an ActionButton.net video remix of Soulja Boy's Braid review (starring someone who is not Tim) that I had not previously seen, and is somewhat genius.

ICO Partners » Blog Archive » GDC09 - The slides shared
V.interesting slides on European MMO challenges from Thomas Bidaux and friends.

Overheard: GDC afterhours » Infinite Lives
Indies + ramblings = awesome writings.

Cuppycake.org: 'A Whirled of Metrics'
'Daniel James, CEO of Three Rings (Whirled, Puzzle Pirates) posted the slides and additional info from his GDC talk from today. The presentation is a massive outpour of Whirled metrics with some Puzzle Pirates thrown in.' Amazing metrics as per usual.

Ton of Clay: [My] Resume In T-Shirts
What an awesome idea, from DeathSpank co-creator Clayton Kauzlaric: 'The game industry isn't as full of excitement and romance as some may think. The hours are long. Stability isn't always that great. Royalties and riches exist only for a lucky few. One thing we do get is a crapload of t-shirts.'

The GDC and IGF Retrospective « tooNormal
From an IGF Mobile finalist: 'At the IGF+GD Choice Awards, Petri Purho of Kloonigames and Crayon Physics fame had this to say: 'Winning the IGF is something that can generally change the course of a persons life'. I’d say though, not winning the IGF can be pretty great too.' Yay!

April 2, 2009

Analysis: The 5 Major Trends Of GDC 2009

[What were the overarching lessons of this year's Game Developers Conference? Our own Chris Remo examines the top five notable trends, spanning from player expression to 'games as a social force'.]

More than just a practical source of shared development knowledge, the Game Developers Conference also serves as a barometer of trends involving game design, the business side of the industry, and the community surrounding it.

Sometimes, GDC reflects ongoing, growing trends; sometimes, the seeds of a new one will be planted by a convergence of inspiring design lectures; sometimes, the far-reaching ideas discussed in the halls presage developments to come.

Here are just a few of the increasingly relevant trends that dominated discourse in and around the Moscone Center this year:

The Importance Of Player Expression

Games are inherently interactive, but there is a broad range of design attitudes as to how much self-expressive interaction is necessary or desirable -- simultaneously, rollercoaster-like on-rails adventures and open-ended sandbox experiences are equally capable of topping the charts and garnering critical acclaim.

But there is no denying that at this year's GDC, much attention was paid to allowing players to set their own goals, customize their own content, and make their own fun.

The title with the most wins at this year's Game Developers Choice Awards was Media Molecule's LittleBigPlanet, which relies a great deal on its players' willingness to invest themselves into its creation tools, and Game of the Year went to Bethesda Softworks' Fallout 3, which features a vast open world, a customizable character, and plenty of opportunity for players to prioritize exploration and experimentation over set goal completion.

Noby Noby Boy, the latest game by Katamari Damacy designer Keita Takahashi, almost completely eschews the notions of goals at all, preferring to simply provide its players with various landscapes ripe for play. "I wanted to create a game where I didn’t need to worry about boundaries," said Takahashi during a session. "I wanted to throw that out and start from scratch, from the beginning of what games should be."

In a wide-ranging talk, veteran developer Chris Hecker discussed many different avenues of user-created content, drawing heavily on his experiences at Maxis with Spore, and showcasing some of the remarkably inventive creatures that users designed with the game.

At one point, he argued that the traditional "one-percent rule," which suggests only one percent of users fall into the "creator" archetype, is a fallacy. Research indicates that proportion is higher, he argues, which has important implications for game developers.

But furthermore, "user-generated" means a lot more than how the phrase is typically used, he says. After all, the nature of video games is expressive -- "a three-second arc in Quake has more meaning than a full game of Myst."

The action shooter segment is not the first genre that comes to mind when discussing expressive gameplay. Still, in a revealing design session, Ubisoft Montreal creative director Clint Hocking described how Far Cry 2 changed during development from a highly "intentional" game -- that is, allowing players to execute precisely on intricately-conceived in-game plans -- to a more "improvisational" one in which players more rapidly bounce back between plan and execution.

But both sides of that spectrum rely heavily on players taking the initiative in expressing their own moment-to-moment goals beyond the more straightforward necessity of checking off missions on the way to the end.

Broadly, Hocking argued for less focus on demanding players achieve "mastery" by way of overcoming abuse, and more focus on encouraging expressive improvisation by way of interlocking systems fostering creativity and confidence. As Hocking summed up, "We need to nurture players when they are trying to express themselves... Let's invite them in, and let them play."

The Increasing Focus On Download

Just as how player self-expression contrasts with concrete, authored content, so too does the growing world of digital delivery contrast with the more traditional, permanent model of optical media and brick-and-mortar retail.

On the consoles, the services Xbox Live Arcade, PlayStation Network, and WiiWare have become more and more attractive to large, established developers and publishers who in the past have stuck with better-understood, longstanding, physical sales models. Even Nintendo, which has not embraced digital delivery to the same extent as its console competitors, is putting more investment in the area with its download-capable DSi portable system.

And while the always-connected PC has long been home to various types of digital delivery, services like Steam, Impulse, and Games for Windows Live have become engaged in an ever-hotter war for gamers' desktops and microtransaction dollars.

(Case in point: my inbox, which during GDC week was stocked with fresh press releases from all three services extolling their latest and greatest upgrades and services.)

Just look to the Game Developers Choice Award for "Best Downloadable Game" -- it is only in its second year of existence, but its necessity is obvious. This year, it went to 2D Boy's World of Goo, which since its release has received equal critical analysis alongside its retail cousins.

But even this nascent segment is already being disrupted. OnLive, announced during GDC, promises to provide a gaming experience so native to the internet that it even discards downloading, by providing a high-end gaming experience that relies on cloud processing to deliver entirely-streamed content on the fly.

All throughout the conference, attendees were reacting to the OnLive announcement (in equal measure considering its future potential as well as wondering whether it will actually do what it says on the box). During an invitation-only lunch event, Will Wright and Warren Spector debated its implications. "How could it not change the way you do business?" Spector asked. "It would completely change the way you design your game."

The Blurring Of Indie And Mainstream

Going nearly hand in hand with the growing influence of digital delivery is the blurring of the lines between experimental games, independent games, and mainstream games.

Exhibit A: this year's Game Developers Choice winners and nominees -- the list was littered with current and past winners and nominees of Independent Games Festival awards, including Braid, World of Goo, Castle Crashers, PixelJunk Eden, and N+.

The new avenues for putting games into players' hands mean that indie developers can angle for the same type -- and in some cases, even volume -- of attention paid to bigger-budget games by consumers and the press, and by extension the industry itself. And with smaller teams and budgets, they can afford to be more agile and reflective of current design trends.

But it's not just an awareness of current design trends; indie games are having more and more design influence themselves. During the above-mentioned lunch panel, Warren Spector and Will Wright observed that indie developers are exploring design avenues that are nearly impossible for older designers to have conceived, because younger indies are building on a lifelong fluency.

"It’s like we developed this language we had to learn as non-native speakers," said Wright of his generation of designers. "They grew up with that language."

"They're almost like commentary on the games that have come before," Spector offered.

Games As A Social Force

At every GDC, and for the 51 weeks in between, there is neverending talk of games as art: Are they art? Can they be? What makes a game art? What makes anything art?

But as games become more widespread, and as developers create types of games that continually expand the reach of the medium beyond the traditional understanding of what "video games" are, other tangential discussions are raised -- for example, can games effect social change? Can they be truly social at all?

By virtue of their interactivity, games have the potential to show consequences for actions in a way other forms of entertainment do not, which opens up the potential for meaningful messages. They also allow for increasingly deep long-distance communication, which may not effect social change, but does provide new types of social interaction.

"One of the most emotionally powerful games I’ve ever played was when I first started playing Black & White," recalled Will Wright in a panel alongside Bing Gordon, Lorne Lanning, and Black & White's designer Peter Molyneux. "Just for the hell of it, I was just harassing the hell out of these characters, and they were crying and bruised, and I actually felt guilty. I never felt guilty watching TV, or a movie.”

In the same Keita Takahashi talk mentioned earlier, the designer referred back to his previous title, Katamari Damacy. "I wanted to show an ironic point of view about the consumption-based society," he explained of the ball-rolling, object-collecting game. "I wanted to make more objects -- if it were empty, I would feel empty or lonely."

Said Wright during a separate panel, "We can make games about the real world that are interesting, surprising. We can make games out of everyday life." The designer also commented positively on the increasing trend of asynchronous games on Facebook and other social networking sites, which broaden the reach of games even further and provide more avenues for people to interact with games and each other.

The iPhone Transcends Mobile

Mobile gaming has had a tough life. Once heralded as the next big thing, it saw considerable investment from just about every established major industry player, as well as new ones. And while, certainly, it returned some big successes, it also frustrated developers with its lack of standards, wildly differing hardware capabilities, and poor framework for commerce.

Enter Apple's iPhone and iPod Touch, which have addressed these grievances with a single unified development environment, competent technical specs, and the ridiculously user-friendly (and money-coaxing) App Store.

Studios which had either abandoned mobile development or never bothered to touch it in the first place are now jumping onboard, and the single-platform nature means individual developers are able to get a handle on the system without prohibitively vast porting concerns.

Following id Software's GDC week release of Wolfenstein 3D on iPhone, id CEO Todd Hollenshead told Gamasutra that programming legend John Carmack has been enjoying the ability to do one-man development on the device -- and has plans for much more.

Essentially, the young device has already gained the stature of not just one branch of mobile gaming, but as a platform in its own right.

Electronic Arts veteran Neil Young co-founded iPhone-exclusive publisher ngmoco, which has already seen success with titles like Rolando. He called the iPhone an "all-encompassing, complete device" that will "enable incredible things for gaming" -- including creating brand new game developers attracted to the ease of development on the platform.

"The iPhone has revolutionized everything," Young declared.

[Game Developers Conference is run by Think Services, which also operates GameSetWatch and sister site Gamasutra. Our full GDC 2009 editorial coverage is still available to read.]

Round-Up: Gamasutra Network Jobs, Week Of April 3

In this round-up, we highlight some of the notable jobs posted in big sister site Gamasutra's industry-leading game jobs section this week, including positions from Realtime Worlds, Krome Studios, A2M, and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted in each market area this week include:

Gamasutra.com - Game Industry Jobs

Koei Canada: Experienced Game Planner (New Project)
"Koei Canada is looking for several experienced Game Planners to work on-site at our office in downtown Toronto on a full-time contract basis, until the end of January 2010. You will be working with our development team on a new, unannounced console project. We can’t say much other than that for now. (We can reveal more if you're invited to an interview)"

Realtime Worlds Ltd.: Technical Lead and UI Programmers (Contract Positions)
"We are developing revolutionary new software technology, which will have widespread applications throughout many industries. As avid game players, we believe the future of video games lies in massively multiplayer on-line gaming. Constantly evolving worlds with real players and communities offer an unrivalled experience that many players have yet to enjoy. We have an innovative concept and unique technology that will deliver new possibilities to massively multiplayer on-line gaming."

Krome Studios: UI Artist
"Krome Studios is Australia’s largest game development studio and has come a long way since its humble beginning in 1999. Krome Studios now boast 5 project teams, over 300 talented employees and an increasing presence in the worldwide game development industry. To date, Krome Studios has created ten successful titles on multiple platforms and languages, including TY the Tasmanian Tiger, Krome’s own IP and Platinum selling global videogame franchise."

Artificial Mind and Movement: Lead Level Designer
"The lead level designer will oversee the design of all environmental content and ensure that the gameplay within it reflects the vision of the game and exploits its mechanics. Working closely with the lead game designer, this position requires great leadership skills and an ability to motivate your team to create AAA content."

WorldsInMotion - Online Games

ArenaNet: Senior-Level Graphics Programmer
"ArenaNet, located in Bellevue, WA, is a wholly owned subsidiary of NCsoft Corporation and is the creator of the block-buster RPG, Guild Wars. ArenaNet has built a state-of-the-art, interactive game network and develops premier multiplayer online games for dedicated game players. ArenaNet's first title, Guild Wars, is a global online role-playing game that allows gamers to play with anyone, anytime and anywhere in the world."

GANZ/Webkinz: Game Developer
"Ganz' Webkinz has revolutionized the toy industry with its innovative and engaging combination of online and offline play. A true popular cultural icon, Webkinz has been featured on every major television network and was ranked number 2 on Google's 2007 Zeitgeist list of most popular searches. Now is your chance to join the creative team that has brought this vibrant world to life. Ganz is seeking a talented and motivated person with a proven love of online entertainment for this position."

SeriousGamesSource - Serious Games

Red Redemption Limited: Art Manager/Artist
"Red Redemption are a leading developer of fun, socially conscious games, based in Oxford, UK and partnered with Oxford University Environmental Change Institute. We have won widespread recognition for our games and have won numerous awards including a European Green IT Award 2008, DEFRA Climate Challenge Award, DTI Smart Innovation Award, and World Economic Forum Technology Pioneer Candidate status. We were also EuroPAWS and Games For Change award finalists in 2008."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

Best Of Member Blogs: From GDC To Flower

[We're really delighted with the Gamasutra Blogs section, so you'll see us crossposting the weekly highlights from both Member and Expert blogs - and we're looking for more contributions, so why not consider it if you're a student or pro developer?]

In our weekly Best of Member Blogs & Comments column, we showcase notable pieces of writing from members of the game community who maintain Member Blogs on Gamasutra, or post responses to them.

Member Blogs can be maintained by any registered Gamasutra user, while invitation-only Expert Blogs -- also highlighted weekly -- are written by selected development professionals. Our favorite blog post of the week will earn its authors a lifetime subscription to Gamasutra's sister publication, Game Developer magazine.

Similarly, we will choose one blog comment, responding to either a Member or Expert post, and its writer will also receive a lifetime subscription. (All magazine recipients outside of the United States or Canada will receive lifetime electronic subscriptions.)

We hope that our blog sections can provide useful and interesting viewpoints on our industry. For more information, check out the official posting guidelines.

This Week's Standout Member Blogs

- GDC 2009 Coverage
(Jim McGinley)

Over a series of six posts, Jim McGinley covered a broad swathe of last week's Game Developers Conference in an equally broad range of styles: bullet points, straight summary, rhyme, haiku-esque brevity, and so on. It's schizophrenic, amusing reporting.

For his effort, Jim will receive a lifetime subscription to Gamasutra sister publication Game Developer magazine.

- Walking, Not Violence, Kills Interactive Narrative
(Ron Newcomb)

Frequent Gamasutra blogger Ron Newcomb suggests that an overwhelmingly common video game mechanic -- walking from point A to point B -- is actually a major impediment to true interactivity and video game storytelling.

- Are Games Unique?
(Adam Bishop)

Any major creative form has its own methods of conveying meaning and expression that other forms do not have -- what are those methods in games? It's a question frequently discussed, particularly in the vicinity of events like GDC. As with many good blog posts, one of its strengths is that it kicked off a highly-populated, in-depth discussion in the comments.

- Paul Barnett
(Eric Hardman)

Having missed Paul Barnett's GDC talk, I'm not entirely sure what he discussed. After reading Eric Hardman's writeup, I'm still not sure -- but now I sure wish I'd seen it.

- Opinion: Down with Ambition, Less is More
(Reid Kimball)

Following up on Rod Fergusson's comments on crunch during his GDC lecture, Kimball asks, simply enough: "Instead of cutting content when crunch begins to creep around, why not just have more realistic goals for the game to begin with? Embrace the idea that your game can be even better by adopting a "less is more" approach." But is it really that easy?

This Week's Standout Blog Comment

- Stephen Dinehart on Joseph Cassano's 'Flowing flying fun found in Flower'

This week's highlighted blog comment comes from Stephen Dinehart, responding to blogger Joseph Cassano's overview of Sixaxis control in thatgamecompany's Flower.

Dinehart's brief comment was a simple anecdote about playing Flower at work, and the unusual but comforting influence it exerted.

Column: @Play: 2009 7DRL Winners, Part One

Roguelike column thumbnail ['@ Play' is a monthly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]

Every year, the halls of the Usenet group rec.games.roguelike.development play host to a strange event.

They begin, each of the participants of this bizarre rite, to write roguelike games, in whatever language they choose and for whatever platform. 168 hours later, one week of development time, they call an end to their efforts and post it to the group. The only requirement is that, by the end of that time, the game be playable by some basic definition of the term. Some continue to work on it beyond the week, and some pick a different week, but by the rules of the challenge they must have something playable to show for their efforts by the end of the seventh day.

The participants of NaNoWriMo ("National Novel Writing Month") have long known that, when a person is forced to create something within a limited period of time, sometimes amazing things happen. And likewise, the participants in the 7DRL, or "7-Day Rogue Like" challenge, sometimes look at their monitors at the end of the development period and find that they've created something unique and awesome.

According to the Roguebasin report page, around 45 people participated in the challenge this year during the main challenge period, and 25 were successful.

Over the next three columns, we will take a look, as far as we are able, at all 25 of these games. In this column we examine nine games: DungeonMinder, Epic! Monster Quest: Hyper, Underbooks, Excitable Digger, Decimation, DDRogue, Fortress of the Goblin King, Fruits of the Forest and chickhack.

dungeonminder.png1. DungeonMinder
Written by Adam Gatt in C++ for Windows and Linux
Homepage: http://code.google.com/p/dungeonminder/
Other opinions: Cymon's Games, Indie Games
Victory post: rec.games.roguelike.development

This game is not real-time, it is presented in simulated ASCII, and it has no experience or inventory system. It is a short game that starts easy but gets much harder, but is fair.

The reviewed version differs from the challenge version; it has been debugged.

Premise: A foolhardy hero descends into the depths of the earth in search of treasure and adventure. But the player doesn't play as him....

In a different gaming kingdom from the one in which we usually tread, there is a popular game called The Legend of Zelda: Ocarina of Time. In it, a green-suited elf kid roams through dungeons, trying to save his land from evil. A lot of people love the game, but there is one aspect for which there is nearly universal hate. It's the character of Navi, a small, floating ball of winged light whose follows him around, and occasionally reminds the player of his next objective. The game world is large and open, and there are many things to do for fun there, so the game's designers put Navi in the game to ensure the player never forgets what must be done to continue the quest.

While nearly everyone loves the game, a similar proportion of those hate Navi, who demands the player's attention with a sharp "Hey!" or "Listen!" Myself, I never found her demands to be too ornerous, as the player never has to hit the button to read her hint at all, but I seem to be in the minority here.

Well, Adam Gatt seems to be wondering about all the hate himself, for he wrote a 7DRL in which the player basically plays as Navi, shepherding a moronic hero through a treacherous dungeon. The computer controls the hero, and he (represented by the traditional roguelike "@" symbol) moves by simple, predictable rules: he always takes the shortest route to the two treasure chests on the level, then travels to the staircase to the next level. If any monsters enter his field of vision (represented on-screen by a yellow glow), he'll run and attack them.

The player, in the role of his fairy guardian, doesn't help by giving advice, but instead by casting various magic spells to help his progress. If he takes damage, the fairy can heal him--since the hero does not heal naturally, this is one of her most important functions. If there's a trap in the way, she can clear it. Monsters can be put to sleep so they can't hit back, or made to attack each other. Some of the spells serve to protect the hero from himself; one causes him to temporarily not kill monsters he sees, another produces a cloud of sight-blocking fog that keeps him ignorant of monsters on the other side.

The magic available is divided into three pools, with three spells devoted to each. This helps keep the player's options open, especially since the heal spell uses up one of the pool's entire magic supply. Since the fairy is invisible to the monsters and can travel anywhere without danger, she's tethered to the hero by the need to stay close in order to regain magic. The player's effectiveness while distant, thus, is limited by the amount of magic remaining in the fairy's pools.

I'd be remiss if I didn't note that this is a fairly difficult game. Its author says that he's come close to winning it but has yet to, which to me indicates that it should perhaps be just a tiny bit easier. But then, high difficulty is just as much a roguelike tradition as the @ symbol, and the game's difficulty is quite fair overall.

Finally, although it has no game effect, there is a key that does nothing more than cause the fairy to yell out "Hey!" or "Listen!" Which is fitting, because after working so hard to save the clueless hero from so many dangers, this game makes it clear, at last, just why Navi shouted at Link so often: it could only be due to spite.

Verdict: An excellent and unique game, the 'DoomRL' of this year's challenge. Deserves continued effort and a full release.


emqh.png2. Epic! Monster Quest: Hyper
Written by sinoth and buub0nik in C++ for Windows and Linux, depicted in simulated ASCII.
Homepage: http://sinoth.net/blog/p/epic-monster-quest-hyper/
Another opinion: Cymon's Games
Victory post: rec.games.roguelike.development

This game is real-time, it is presented in simulated ASCII, it has no experience system, but it does have a basic kind of inventory. It is a moderately-long game (about an hour or two) that is difficult at first, but gets much easier.

The version reviewed is a later release from the one developed during the 7DRL challenge. This one has bug fixes and resolved balance issues.

This game didn't seem to get much discussion on rec.games.roguelike.development, and Cymon (see link above) didn't like it either. The documentation doesn't help much regarding how to play and figuring out what is the goal. Which is a shame, because although it's hard to learn to play, once the player figures out the basic controls the game can be quite entertaining.

The first thing you should know is that, although it looks a bit like a roguelike, it's actually closer to a real-time strategy game. The game proceeds in real-time, the player can have multiple units, units are controlled with a point-and-click interface, and they fight automatically. They even can be divvied up into squads and given patrol points, although these functions are nearly useless in the game as it stands.

The object, it turns out, is to defeat the seven "bosses" scattered around the large game world. The player begins with the ability to control only one character, dubbed the hero. Although he can hire other mercenary characters, the hero has more hit points than the others. However, while dead mercenaries can be replaced by hiring new ones, if the hero dies the game is over. This is a strong argument for, as soon as the player can afford a mercenary, of leaving the hero in town the whole rest of the game, for other than his hit point bonus there is little reason to take him into danger.

The first thing the hero, and every new mercenary hired, should do is go stand on the "@" in the lower-right corner of town then click on one of the tiles surrounding that spot. This opens up the equipment interface. By picking from weapon and armor types (all characters begin with all options), you can change his class this way, giving him more hit points and attacking strength as well as a couple of "special abilities." The abilities are less useful, but the additional hits and power are essential.

To fight monsters, simply wander out of town (by clicking on the hero then clicking on a spot out of town) and look for monsters. If one enters line of sight, it'll wander up and it and the hero will automatically trade blows. Once the monster is defeated the player will automatically collect its gold. To restore hit points, send him to the fountain in town and wait. It's important not to get overwhelmed by too many opponents, for monsters are extremely difficult to shake once they've gotten sight of the player. So long as you're careful with which monsters you wake up, it's not really too difficult. Be prepared to lose a couple of games early on though.

There are shops in town that can be used to upgrade weapons and armor, and also hire mercenaries. These upgrades affect all your characters at once, immediately. However, before something can be upgraded, the player must upgrade the shop itself by paying it a lot of money. Shop upgrades increase the maximum by which the other things can be upgraded. Ultimately, this all resolves down into being a money sink, but at least money isn't incredibly rare in this game.

Once nice touch here is the variety of terrain. For ASCII, it's quite nice to look at, with finely-shaded character cells used to represent different types of ground. Most of it is just a graphical effect, but when a boss is killed the land around the boss will, over about a minute of time, revert to normal ground from what its type was before, a cool effect.

The game seems very difficult at first, but it turns out most of that difficulty is just up front. Once the player has two or three mercenaries hired and suitably equipped and upgraded, the game becomes much easier provided simply that the player is prudent with healing and continues to upgrade and hire as the funds become available. My advice, by the way, is to stick entirely with strong fighter types like Vikings and Paladins for characters; most of the special abilities classes gets are much too micro-management-y to use in a real-time game. Vikings are very strong fighters, and Paladins can heal as well as hit hard.

Verdict: With some more effort this could be a real gem. The developers might want to focus more on the game's real-time strategy elements, and allow characters to use their special abilities automatically.


underbooks.png3. Underbooks
Written by Christopher Brandt in C++ for Windows and Linux.
Homepage: http://code.google.com/p/underbooks-roguelike/
Another opinion: Cymon's Games
Victory post: rec.games.roguelike.development

This game is real-time, it is presented in simulated ASCII, it has an experience system, and it has a developed inventory but no scrambled items. It is a moderately long game (maybe an hour and a half) that is difficult at first, but gets much easier.

The reviewed version is not the version from the challenge, it is a bug-and-balance-fix release.

First off, it came out in the rec.games.roguelike.development thread that the game is based on the world of Zamoria, a series of books created by German cartoonist Walter Moers. This may explain some of the game's weirdnesses, such as its play of selling books to a "lizard."

The idea of this game is refreshingly mercenary; the goal is to obtain 60,000 gold pieces in order to buy back the hero's father's library. Killing monsters provides a little money, but the most cash is earned by finding books in the dungeon then taking them to the surface to sell to the Lizard. There are two types of these books, those that are worth a paltry 50 gold pieces, and those on the "golden list," that are worth 2,000. It's not possible to tell them apart before picking them up, and once collected they cannot be dropped, so there is a heavy chance element in finding them. Deeper in the dungeon, however, the chances of finding a list book is greater.

Upon first entering the dungeon the player is nearly always swarmed by nasties; fortunately, he begins with a "firefly scroll," which creates a ball of fire that'll kill most attackers within a small radius. If the player is lucky, this'll be enough to gain an experience level or two right off the bat. Take not, he gains no advantage from levels until points have been assigned, so hit the "+" key to assign them. (The best stats to improve are probably attack strength, defense and attack speed. The author advises, in the r.c.r.d thread, not to improve magic ability, as it is not yet implemented.)

While no equipment is found in the dungeon, they can be purchased in the shop on the surface level. Some equipment provides quite extensive skill boosts, so it's worth buying it when possible. There is only one kind of potion at the moment (healing) and one kind of scroll (firefly), but they are at least useful. Especially healing, as the automatic healing in the game is infuriatingly slow.

The same monsters appear throughout the quest, and while they do seem to get a little stronger on deeper levels the effect is somewhat subtle, so the game is most definitely hardest at the start. Eventually survival becomes nearly guaranteed, especially since experience gain is rapid, and it's not long before the game becomes a matter of endurance until the 60,000 gold is acquired.

Verdict: The game looks great, and the real-time play is exciting. If the difficulty were better balanced, magic were implemented, the monsters more varied, and findable loot made into a bigger part of the game, this could be quite good. Worth continued effort.


excitabledigger.png4. Excitible Digger
Written by deej in Java.
Homepage: http://excitaabledigger.blogspot.com/
Another opinion: Cymon's Games
Victory post: rec.games.roguelike.development

This game is not real-time, it is presented in console ASCII, it has an experience system, but it has no real inventory. It is a short game (ten to twenty minutes) that starts off easy but gets harder, somewhat unfairly.

The reviewed version is not the version from the challenge, it is a bug-and-balance-fix release. There is a later version after the version I played, in addition, so it's possible that some of the issues I mention have been fixed.

What features are needed to have a playable roguelike? The most interesting thing about Excitable Digger is that it has no monsters, and is yet still an interesting game.

The player is put down into a field of rock. He digs by walking into rock, in a similar method to attacking monsters in some other game. Usually digging rock costs some energy, with different kinds costing different amounts. Running out of energy results in the character's demise.

Some rock, when dug, randomly provides the player with a valuable chunk of stone, or even a gem. If the player can amass 100 points of wealth in this way, he can buy some medicine that restores 100 energy. So then, the basic strategy is to take in more wealth than is lost in energy, and continue doing that to amass a high score. Helping in this is that as the player digs his skill as a miner improves, which ultimately reduces the energy expended by digging. (Some of the easiest rock to dig can even become free, eventually.) Later on he'll also be able to sense rock outside of direct line-of-sight. But as time passes he starts losing energy through plain movement.

One thing about the game that needs describing is that, although this is undocumented, it's possible to dig up and down with the < and > keys, and also to move in those directions with them. But digging around on levels below the surface is dangerous, for if the player digs out too great an area the mine will collapse around him, killing him instantly. This is an interesting design decision, but it is harmed by the fact that the player is given no clue in how much is too much. It's a binary thing: the mine is perfectly safe right up the moment it's deadly. The instructions are no help in figuring out the best way to handle it.

One thing to look out for: in some games, it's possible for some types of generated rock to look, on-screen, identical to other types, even if it takes much more energy to dig them. It's not such a huge problem if you're aware of it. So be aware!

Verdict: This is just about as interesting as a monsterless roguelike could be expected to be, which turns out to be surprisingly interesting. A keeper.


decimation.png#5: Decimation
Written by Ed Kolis in C# for Windows. (It may also work in Mono.)
Homepage: http://cymonsgames.retroremakes.com/2009-7drl-decimation/
Another opinion: Cymon's Games
Victory post: rec.games.roguelike.development

This game is not real-time, it is presented in ASCII, and it has no experience system or inventory. It is a very short game (five minutes, tops) that starts off very hard and gets slightly easier, and sometimes starts off a bit unfair.

Here's another gonzo premise. The player is the number zero, placed in a small gameboard filled with other numbers, which are your opposition. There are no walls or rooms on the board. The only thing keeping the digits from sauntering over and beating you up is their sight range. All the controls fit on the number pad

Your foes are one digit each from 1 to 9. Their attributes all tie directly to their value; smaller numbers move more often, but do less damage per hit. The zero is the slowest one of all (effectively a ten in terms of speed). A digit, when it hits, does damage equal to xdx where x is the digit's value. That is to say, the 9 does the sum of nine nine-sided dice in damage. The 1 does 1d1, or a single point of damage, but since it's so fast it will usually do about ten points of damage per turn. Also, each digit's range of vision is equal to its value, so the 9 can see across half the playfield, but the 1 only sees adjacent digits.

The player's zero does damage differently from the others. The number just hit him, but the zero has to use one of four attacks, each one of the arithmetic symbols on the number pad. The + adds three to all adjacent digits (adjusting its properties accordingly), the - subtracts one, the asterisk squares adjacent numbers, and the slash divides them by two, rounding up. The object is to get those digits down to 0, which removes them from the board and grants the player a good health boost in compensation.

The divide and subtract functions get used the most, but the plus and multiply have interesting strategic potential against the 7 and 9, respectively. There may also be benefit in noting carefully when digits are getting their extra turns, and then boosting their values specifically to slow them down enough to reduce their turns against him, although it should be noted that nines are potentially powerful enough that this is a dangerous tactic. The player doesn't get to decide which adjacent digits his attacks work on, they operate on all of them at once, so there is reason to do a kind of cost/benefit analysis for which attack to use when surrounded.

There are sometimes situations where the zero begins swamped with opponents, and in that case there's not much he can do but take it, but the game plays so quickly that this isn't the problem it is in some roguelikes, those games where the player can spend minutes making a character, then going out and engaging in the mandatory preparation actions only to get killed by the first real monster he meets. This is one of the reasons 7DRL games are sometimes better than big-project roguelikes that have been worked on for years; sometimes, those games have added so many features that just starting them becomes an investment of time, yet are just as willing as a quick-play to throw it all away. Even the least-polished of randomized 7DRL games is not prey to that particular flow.

Verdict: A delightful little math game, over in minutes but still interesting and challenging after repeated play. A good example of all the primary graces of good 7DRL games.


ddrogue.png#6: DDRogue
Written by flend, probably in C#, for .Net on Windows. A version exists that should work in Mono on other platforms.
Download link: http://urchin.earth.li/~tomford/random/ddrogue.zip
Another opinion: Cymon's Games
Victory post: rec.games.roguelike.development

This game is not real-time, it is presented in ASCII, and it has a collection-based experience system. It has an inventory, and also has some scrambled items. It is a short game (maybe around an hour) that starts off easy but gets harder fairly quickly. It seems to be fair on the easiest difficulty.

One of the hazards of reviewing roguelike games are those cases where you turn out to just not "get it." It's a genre that makes virtues out of things most other games abandoned long ago, such as ASCII graphics and punishing difficulty. There are other things they do differently too, and if I'm not receptive in detecting and making note of them, and accurately judging their effects on gameplay, then I look like a fool to people who have done so and find those features to actually be good additions.

DDRogue is a difficult game for me to review because I have yet to make very effective use of the "special moves" available in the game against opponents. To explain: while exploring the game's mostly-traditional dungeon, the player's amnesiac character will occasionally encounter items he left behind before he lost his memory. Obtaining them causes some memory to return (in a text splurge that I found, frankly, annoying), but also grant some advantage or ability.

One common type of gained ability is a "special move," of the sort found in fighting games. But this is a roguelike, and entering a sequence of directions causes the character to waltz around the dungeon, and sometimes to result in moves going off accidentally.

I picked up a few special moves on my attempts at the game, but some of them I couldn't get to activate consistently. One of those simply required the player to just walk in a straight line before attacking an opponent. Are the precise directions shown in the little "cut scene" demonstrating the move important, or can they flip or rotate according to the situation? Do are counter-clockwise movements considered different than clockwise ones? I'm left puzzled by exactly how to play this game.

(Note: Since writing that I've given the game another try, and have been better able to activate special moves. They could still stand to be better documented, though.)

In other areas, the monsters are generally well-differentiated, and this is one of the few 7DRLs to bother to include a scrambled inventory type, potions. The lack of an experience system, however, is a bit trying for an otherwise-traditional crawl like this one. The items of equipment the player finds on the ground are not random at all, it appears, but always generated and always provide essential abilities and skills. The result is that game advancement, despite the other randomization features, is fairly static between plays. That ties in with the story-progression theme of the game, but then, readers of this column probably already know I have a bias against that kind of thing.

Verdict: Not a bad game really, and certainly ambitious, but needs to be better documented. Especially special moves, which I'm not often sure if I performed them it or not. Maybe if there were some graphic flash associated with activating one, other than just a message? Perhaps colored asterisk-sparks? I like the idea of movement-activated special moves a lot, since it gives the player combat options other than just walking into enemies. I could see this one becoming popular with just a little more attention to special moves. I'd also suggest adding more loot and a real experience system, but I say that about everything.


fotgk.png#7: Fortress of the Goblin King
Written by Florian Diebold in Java.
Homepage: https://launchpad.net/fotgk-7drl/trunk/1.0.1
Another opinion: Cymon's Games
Victory post: rec.games.roguelike.development

This game is not real-time, it is presented in ASCII, and it has a milestone-based experience system. It has a limited inventory, but has no scrambled items. It is a short game (maybe around an hour) that starts off very hard and gets harder. Often, it seems to be unfair at the start of levels.

The version reviewed here is a bugfix edition released after the 7DRL challenge ended.

This is another traditional dungeon crawl, but with a few interesting tweaks. The player, overall, is ridiculously underpowered here. He can take out a few monsters, provided the dice roll his way, but he's just as likely to get killed early. He starts with three hit points, and doesn't seem able to gain more or heal. The player seems to rarely find better equipment from killing monsters, and none is generated on the floor. In order to survive, he must take the lessons of Rogue's endgame to heart, and run from everything; this is a game based around stealth. If the player is surrounded by darkness it's not a bad thing; instead, he's as safe as he can be, for monsters aren't able to see in the dark any better than him.

Since the player almost never finds better loot lying around, and character advancement is solely based on dungeon levels reached (the player is allowed in improve a stat on the stairs down), the game is more dependent than usual on the dungeon generation. If the player finds stairs down early in exploring a level, here he's advised to take them instead of explore the rest of the level, taking his only source of real advantage and conserving his hit points for later challenges.

Yet, for a game in which sneaking around is so important, the game is woefully likely to start him on a level surrounded by monsters in a well-lit space, making survival nearly impossible. Later levels even add archers into the mix; if you think getting swamped by goblins without escape is annoying at first, wait until it happens while you're also getting peppered with arrows. There's little the player can do here except fire back if he's found his own bow and arrows, or run for the shadows.

Because of the important of staying out of sight, this is one game in which the dungeon generation certainly does not feel like just an anonymous space the exploring of which bears no consequences. (I think I'll call this "Diablo syndrome," although truthfully that game has more illnesses than just that one.) I really, really like this about the game, and hope the developer continues to work on and refine this aspect, as I think it has a lot to teach both players and developers.

Verdict: Roguelikes are much more receptive to stealth gameplay than other styles of computer game, and I'm kind of surprised we haven't seen more of them. Yet the random generator of this game seems to exult in starting the player off in impossible situations, all but ruining the run. With some more work on the generator and general balance, this game could be great.


fruitsoftheforest.png#8: Fruits of the Forest
Written by Ido Yehieli in Java.
Homepage: http://yehieli.info/fotf/
Another opinion: Cymon's Games
Victory post: rec.games.roguelike.development

This game is not real-time, it is presented in simulated ASCII, and it has no experience system. For practical purposes, it has no inventory. It is a very short game (maybe half an hour) that starts off very hard and gets even harder. Often, it seems to be very unfair at the start of the game.

If you thought Fortress of the Goblin King could put the player into unfair situations, well, this one has it beat easily.

The object is to feed all the villagers food berries, while surviving attacks from the horde of bandits that wander around just outside the village lane. To feed a villager, the player must find five food-type berries in the bushes around the village and then walk into a yellow villager. The player can only carry five of these berries at a time, so a lot of walking around is required.

The only way to regain hitpoints, similarly, is by eating a healberry, which are also scattered around. Finding a couple of healberries before the bandits can get too many hits in is an essential step towards a successful run of the game. Complicating this is the fact that bandits are very persistent pursuers, and will relentlessly track the player down the moment they first catch sight of him. The ability of the player to get a good start is directly dependent on how many healberries he can collect without leaving cover, and sometimes there's just not much the player can scavenge before the horde descends upon him. While this is certainly unfair, the playability of the game is helped considerably by the ease of starting a new game; almost like Decimation, the game is quick enough that a bad start can be remedied just by starting over.

One very interesting strategic element of the game is that all movement and attacks are orthogonal, that is, straight north/south/east/west. Nothing in the game can move or hit diagonally. Furthermore, there is no "rest" key; unless the player has a means at hand for wasting a turn (such as: walking into a villager, attacking a bandit, eating a healberry) he must move to advance the game clock. Bandits also always move unless they're able to attack the player. The result is interesting: bandits with an odd number of spaces between them and the player, measured in a Cartesian sense, will always eventually get the first hit in battle, because they'll never have the opportunity to move adjacent to him before the player must. Since the health of the player and bandits are both so limited, and attackers (either the player or bandits) always hit, this makes those few means of wasting a turn of surprising strategic importance. I'd like to think that the author did this on purpose. While it may not be realistic, the game's premise is a little absurd anyway. It does much to make Fruits Of The Forest seem different from other roguelikes, which admittedly, do tend to feature fairly similar gameplay.

Verdict: The tactical combat, considering that it makes it unable to move or fight diagonally, is quite deep. A nicely self-contained little game, it's fun to play yet very challenging.


chickhack.png#9: chickhack
Written by purpleflayer in 6510 machine code for the Commodore 64 computer.
Homepage: http://code.google.com/p/chickhack/
Another opinion: Cymon's Games
Victory post: rec.games.roguelike.development

The version reviewed seems not to be the most recent version; some bugs have been fixed since.

This game is not real-time, it is presented in Commodore 64 symbol characters ("PETASCII")., and it has a collection-based experience system. It has a limited form of inventory, but provides no scrambled item types. It is a medium-length game (maybe forty-five minutes) that starts off easy and gets a little harder. Generally, it is fair.

Originally planned to be kind of a joke, chickhack is a new Commodore 64 computer game created as a 7DRL project. Implemented in 6510 machine code, on the simulated floppy it's started with a BASIC program consisting of a single SYS statement, just like the old days. How professional! On top of it all, the game is one of the more full-featured games presented in this year's challenge: some monsters drop items upon killing them, chickadees are capable of throwing things at the player, and it's possible for multiple objects to rest on a single spot, a feature missing from some early Unix roguelikes, including Rogue itself.

The player takes the role of a young chicken on a quest to retrieve the Seed of Life. Along the way he fights animal monsters, finds better equipment ("bootees of waterwalking"), throws sharp twigs at foes as if they were arrows and even avails himself of wind magic gained by collecting flowers. It's really quite a charming little game; just when you think it's going to be a little too cutesy, your chick is set upon by a panther or a hawk, and the tooth-and-claw combat of the game comes to the fore.

One thing about the game is that equipment upgrading is all handled automatically. If you find a better "beak," then it'll replace the current one. If the beak you find is the same or worse than your current one, however, the game will tell you and refuse to pick it up. All of the equipment in the game is handled like this. In cases where a piece of equipment might be partly depleted and the player finds a fuller, but weaker, version, it'll automatically grant the player the best of both worlds: he'll keep the stronger equipment, but it'll be replenished with the durability/charges from the weaker one. It's a nice concession to grant the player, although it does reduce the strategy a bit.

This is another game without straight experience growth; instead, the player gains additional hit points (and maybe strength too, but it's hard to say) from finding "Phoenix Tokens" scattered around the game. These seem to be random items, so at least the game remains more varied than, say, DDRogue, with its non-random item-based advancement. Although there's no levels, the player does earn points for defeating monsters.

For all that it does well, the game is not quite perfect. The limited variety of objects to find means that, other than Phoenix Tokens, he'll probably have no need to collect more items by halfway down the 10-level dungeon, and once at the bottom there's still a Rogue-ish climb back to the surface to go through. If there were more items to choose from, or more variety in equipment-provided benefits, it'd help player decisions to remain more relevant throughout the full extent of the game.

One thing that needs to be said is that the game is really quite slow, almost unplayably so, if played at a Commodore 64's default speed. In VICE, the best way to play it is probably to switch to Warp Mode, since the game doesn't repeat held keys and all messages prompt for the player to enter a space to clear them anyway.

Verdict: Worth the download of an emulator to play. Worthy of continued development... provided the C64 has enough memory space to allow for play additions. (Being an old Commodore programmer myself, I suspect they can be squeezed in....)


Pixel Journeys is taking a break next month in favor of an extra @Play. In two weeks we'll review another eight games, and then the final eight towards the end of April, by which time I expect I'll be sick of the whole thing until next year's challenge. See you soon!

(EDIT: Explained "NaNoWriMo" in introduction.)

GameSetLinks: Gold Trade, Gold Trade, Small World-er

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Continuing the GameSetLinks goodness, the RSS lottery this week (OK, more like a carefully directed stream of URLs!) has dug up, firstly, the start of a really good series on gold farming over at Eurogamer.

But also hanging out in here - Mightier's IGF postmortem, the Activision animated series from GameTap finally debuting, a good Gregory Weir interview, Daniel Cook's awesomely free graphics tileset, and lots, lots more besides.

Sometimes I forget:

Gold Trading Exposed: The Sellers Article - Page 1 // MMO /// Eurogamer - Games Reviews, News and More
Excellent writing from Eurogamer's MMO section on the gold trading scourge, dilemma.

TIGSource Forums: 'Mightier @ GDC09: A lack of dongs, tits.'
An excellent postmortem of the show from the creators of Mightier.

Why GDC 2009 Was a Wasted Opportunity - G4tv.com
Interesting post about publishers showing B-level games all during GDC and not allowing as much coverage of valuable sessions. One clarification - although publisher reps may be at the GDC events, it's much more on the HR level, so we @ Think Services don't really know what is going on re: demos, nor do we have much way to prevent or permit it.

Kotaku: 'Clips: Re/Visioned Activision 2600 Classics Finally Arrive'
Like the lost spoils of a fallen empire...

The five skills of kick ass game testers « Mark Cooke’s G-Mixer
'Game testing is a great entry point to the industry as it exposes you to all aspects of development. It’s an important job and the gap between a bad or mediocre tester and a kick ass one is huge. Don’t be a mediocre tester. Be the kick ass tester.'

good game get! - 'in conversation with gregory weir'
An excellent new blog talks to GSW columnist and Majesty Of Colors creator Gregory Weir.

Gamestar Mechanic | Meaningful Play: Making games that matter
'I was excited to see yesterday that the Gamestar Mechanic Beta is now open to the public, swiftly signing up and beginning to play through the first season.'

Lost Garden: Danc's Miraculously Flexible Game Prototyping Graphics for Small Worlds
'I started a new graphics set that took all these into account. The theme I chose was the 'Small World', an intimate place of green trees and blue ocean seen from above. '

April 1, 2009

COLUMN: Chewing Pixels - 'The Infatuation'

['Chewing Pixels' is a regular GameSetWatch-exclusive column written by British games journalist and producer, Simon Parkin. This time, a non-joking April Fools update about deep gaming obsession.]

If games are lovers then our promiscuity knows no bounds.

For many gamers, their relationship with the hobby is characterized by a string of flings: transient passions expressed through a fortnight’s worth of devoted and frantic interaction. But, aside from those controlling, abusive marriages that MMO players find themselves in, the fling usually remains a fling. In almost every case, a game exerts only a short-term hold on the head and the heart, one that loosens once the end credits roll or the zeitgeist moves on.

Many gamers have become addicted to the fling cycle. The pre-release hype reaches an irresistible fever pitch, deepening the pleasure of the release. Then, during the days following consummation, forum impressions are devoured, the to-ing and fro-ing of discussion articulating our own experiences and crystallizing our own opinions.

Perhaps Youtube videos are digested during lunch breaks like cherished home movies, screenshots pored over like worn photographs, lover’s guide FAQ techniques noted and absorbed. Then, at night we tussle again, learning one another’s form and function, exploring the boundaries of the experience, our skill and confidence growing with familiarly.

So it is with all video games that grip us and it's the memory of these firework love affairs and the promise of future ones that keep us invested in the hobby, which acts like a pimp to our appetite.

But rarely does the fling blossom into a sustained relationship. Of course, there are those titles, the Wii Sports and Rock Bands that make continued appearances at the weekend when friends come to dinner, but these are games of convenience, not ongoing infatuation.

Because, when a game does get its claws into us to the extent that all other video games become obsolete every gamer is aware that there is an unspoken cost. We may love games but our addiction is to gaming. It is a love of the ghetto, the culture and commentary and community that surround those games. For most, gaming is our hobby, not any one particular game.

And for those of us who write about games and their culture for a living or for fun, a prolonged addiction to a single title threatens our effectiveness in that role. Obsession with a single title is useful only as long as it's a fidelity mirrored by the general gaming populace, those who consume our thoughts and commentary.

As we plumb a game’s depths, observations of its intricacies maturing and becoming ever more specific and nuanced, so the audience who are interested in those opinions shrinks to those who are just as invested.

There is a danger for the games writer, as for the consumer who is addicted to gaming as a community pursuit, that we can never fully commit to a game lest we are left behind, snagged on a title over which the zeitgeist passed a few weeks ago.

Joseph Conrad in his seminal novel Heart of Darkness wrote of a flaw in every well-travelled seaman. For those men that call the sea their home, Conrad said, “a casual stroll or casual spree on [a new] shore suffices to unfold for him the secret of the whole continent.”

So it is for many gamers who are content to dip into a new game, sample its shoreline and presume that this brief survey reveals all of its depths and secrets. Of course, in a great many cases this is true. Most games lay out their rules and interactions in the first few hours and then do little to develop those core ideas much, instead repeating themes with slightly different words and pictures. But in our rush to form and disseminate opinions, how often to we neglect to discover the wonders that do lie deeper in-land?

Conversations are important. Community is what gives games context and relevance and there are few things as interesting and compelling as a discussion with another human being about a shared passion. But when our passion becomes the very act of conversation rather than its subject matter are we not doomed?

And if a game reveals its depths to be so compelling to warrant weeks and months of investigation, if a game is so well put together that, for its player, it becomes a hobby within a hobby, surely that is why we started playing games in the first place?

In part the problem is one of bulk. There are so many new games to experience that hobbyist games with jobs, mortgages and families can no longer feasibly engage them all. Whereas during gaming’s earlier years it was perfectly possible to remain abreast of its key developments, today’s tidal wave of full console releases, downloadable releases, remakes, Flash games, indie titles, DLC and homebrew demands a specialization of interest for consumers.

Perhaps the recession will not only cause “a lot of the riff-raff to go bankrupt” as EA’s John Riccitiello bluntly puts it, but will also reduce the very body of games that await our consumption. It’s with a perverse sort of jealously that we bloated westerners read reports of gamers in developing countries, whose new titles arrive in drip feed rather than a torrent. This scarcity of supply forces a thoroughness of play, one that most of us experienced when we were children saving for games month by month, but which has been lost in the relative wealth of adulthood.

It’s not even the idea that we play too much but rather that we play too shallow, splashing about in the reefs of a game without ever swimming out into its depths. But gaming’s commentators, be they forum users, bloggers or journalists should hunt out those games with beautiful depths and should never be afraid to stay within those depths until the relationship reaches a natural conclusion.

Any damage that a commitment to a single game does to your ability to stay abreast of gaming’s latest developments will surely be outweighed by the sort of deep, enduring sense of reward that comes from a long-term relationship.

If not, then truly we are nothing more than players getting played.

[Simon Parkin is feeling guilty about having logged nearly 96 hours on Street Fighter IV.]

In-Depth: Behind The Scenes Of Far Cry 2

[The GDC special issue of our awesome sister publication Game Developer magazine seeing Clint Hocking explaining what went into the progressive Far Cry 2, and here's some extracts from said mag-exclusive postmortem.]

The latest issue of Game Developer magazine includes a creator-written postmortem on the making of Ubisoft Montreal's Far Cry 2, an ambitious open-world first-person shooter.

These extracts reveal how the internal team behind the game struggled with far-reaching narrative difficulties, yet maintained a core commitment to design principles.

Ubisoft Montreal creative director Clint Hocking crafted the postmortem of the game, which was introduced in Game Developer as follows:

"Far Cry 2 had extremely lofty goals. The aim was to create a first-person shooter with an engaging and truly dynamic narrative, in a vibrant persistent living world. After three and a half years of development, creative director Clint Hocking shares the hits and misses of this fascinating and rather under-discussed franchise reboot."

Empowering Creativity

In this first excerpt, Hocking lays out his fundamental belief as to the role and responsibilities of a creative director as primarily a facilitator of the team's creativity -- and how that role was reached particularly effectively with Far Cry 2:

"As creative director, my job is not to create the game, but to get the most creativity out of an entire team by empowering people to work in a way that allows their creativity to be expressed in their work. Far Cry 2’s team reached that state more successfully than any other I’ve worked with.

"This creative empowerment took a number of forms over the course of the project. In the concept phase of the project, I worked with a small team to harvest and catalogue all our ideas about what Far Cry 2 could be, and then sorted through them to aggregate the concepts that seemed to work best. After that, I briefed every new member of the team to ensure they understood the game concept and had someone to talk to about any creative concerns.

"In production, I began the long process of turning over creative responsibility to the implementers. By ensuring that designers delivered all documentation on time, and that they then worked closely with implementers, we were able to slowly abandon the conceptual vision as it lived in documentation and in our heads for the reality of what was in the game and in the code. As this transition happened, individuals were encouraged and given the confidence to take creative ownership of their work, whether it was a level, an animation, or a piece of code.

"If, toward the end of a project, a creative director is still explaining to people how and why to do something, he has already failed. Under the best circumstances, a creatively invested implementer -- not a designer -- is the person most qualified to make the decision about how best to deliver on the vision."

Meaningful Characters Are Realization-Dependent

Far Cry 2's narrative is heavily reliant on its dynamic buddy system -- which means any failings in the effectiveness of that buddy system have a strong impact on the effectiveness of the game. Here, Hocking describes one area where that aspect fell short:

"Far Cry 2 is fairly unusual for a shooter in that the player gets to play the high-level gameplay: the dynamic story and the relationships with the characters.

"The decisions he makes when assassinating a major character, being rescued by a buddy, or dealing with a buddy who has fallen wounded on the battlefield, have lasting repercussions, the effects of which might not be relevant until much later.

"In these sorts of sequences, iterating low-level gameplay is not as important as polish and realization. For example, we could have made a surgery mini-game where you try to save the life of a wounded buddy, but frankly, it would have been focusing on the wrong thing. The gameplay that occurs when a buddy is wounded should not be based on reflex skill, but rather on the challenge of making a difficult moral decision with far-reaching repercussions under various situational pressures.

"What mattered was not iterating the low-level mechanics until they were fun, but achieving a high enough level of realization that the player would be emotionally invested in the unfolding events and would find the decision to euthanize or abandon his wounded friend more challenging than any test of reflexes.

"Unfortunately, we underestimated the degree of realization that was required not only in these sequences, but globally. For the player to care deeply about a buddy bleeding to death in his arms, he must find the character credible and engaging all the time. Only then can the climactic moments of the relationship -- the moments that determine the course of the rest of the game -- take on the emotional weight and resonance they need."

Performing Under Pressure

As a heavily procedural game, Far Cry 2 required competent and usable tools for its developers. Here, Hocking describes how that went right:

"From the very beginning, technical director Dominic Guay asserted, 'We have designed a game that forces us to make tools that will allow artists and designers to build and iterate content very rapidly.'

"With engine development planned to happen parallel to game development, we would be working under constantly shifting budgets, and we would need to be constantly tweaking and tuning the gameplay, even as the technical constraints changed. We literally needed to be able to build a square kilometer of the game in one day, and then be prepared to throw it away the next day if things changed.

"At the end of pre-production, we presented a two-minute time-lapse video of a level designer and a level artist creating a one-square-kilometer section of African jungle in four hours. The proof-of-concept included all the terrain, dynamic vegetation, roads, structures, AI, and gameplay, and demonstrated beyond any doubt that we could create our game world.

"The toolset would ultimately become the foundation of the level editor that shipped with all versions of the game. It allows players to create multiplayer maps rapidly and iterate their designs to deliver professional-quality levels to the Far Cry 2 multiplayer community."

Additional Info

The full postmortem, including a great deal more insight into Far Cry 2's development, with "What Went Right" and "What Went Wrong" reasoning, is now available in the March 2009 issue of Game Developer magazine.

The issue also includes "dirty coding tricks" from professional programmers, a particle-based terrain generation method, and a feature on subtractive design.

As usual, there is Matthew Wasteland's humor column, as well as development columns from Power of Two's Noel Llopis, Bungie's Steve Theodore, LucasArts' Jesse Harlin, and Maxis' Soren Johnson.

Worldwide paper-based subscriptions to Game Developer magazine are currently available at the official magazine website, and the Game Developer Digital version of the issue is also now available, with the site offering six months' and a year's subscriptions, alongside access to back issues and PDF downloads of all issues, all for a reduced price. There is now also an opportunity to buy the digital version of March 2009's edition as a single issue.

Mister Raroo Investigates: Japan's Dangerous "Toilet Gaming" Subculture

Mister Raroo Investigates Logo[In a change of pace from his usual articles, Mister Raroo reports on an unhealthy gaming trend that has recently plagued Japan. With reckless abandon for personal health, a subculture of users exploited a medical product as a way to engage in intense competition for top spot upon an online leaderboard. Thanks goes to GameSetWatch’s Japanese correspondent Shiichi Okuma for assistance in interview translation.]

Use Only as Directed

Sometimes ideas that are sound in theory can end up having unforeseen devastating effects. This past week, Japan’s Ministry of Health, Labour, and Welfare issued a recall order for Makoto Otoi Corporation’s Happy Health Toilet Seat. In a sad bit of irony, the device, which was intended to provide a fun and interesting way for Japanese consumers to monitor their personal health, quickly led to a wave of hospitalizations for a surprisingly large number of its owners.

Happy Health Toilet SeatUsing state of the art medical technology, the Happy Health Toilet Seat examines users’ bowel movements and, by calculating numerous factors such as toxin levels, provides corresponding health data. Instead of a complicated medical readout, however, information is presented on a small LCD screen featuring a charming, customizable character that looks like something from the Dragon Quest series, not unlike Takara Tomy’s BankQuest. When healthy ratings are registered, the character “levels up” and can be equipped with new outfits and accessories. Also, users’ health ratings are updated on an online leaderboard with each use of the Happy Health Toilet Seat.

Unfortunately, a flaw in the design of the Happy Health Toilet Seat was quickly discovered and exploited by users, leading to a frantic battle for top spot aboard the leaderboard. Users found their character’s statistics could easily be boosted in accordance with the amount of solid waste they created at each session, which led to extreme overeating and abuse of laxatives by top scorers. Though Makoto Otoi Corporation attempted to solve the problem with a firmware upgrade, most users of the Happy Health Toilet Seat choose not to accept the update and instead kept exploiting the glitch.

Shunichi Okada, vice chairman of Makoto Otoi Corporation, states that his company did all within its power to combat the problem. “We attempted to issue the firmware upgrade, but when that didn’t work, we offered a monetary rebate for anyone that traded their Happy Health Toilet Seat in for a newer model with the updated software.” Additionally, Makoto Otoi Corporation ran television and radio advertisements urging users to use the Happy Health Toilet Seat as an instrument for health, but these attempts may have actually backfired and sparked more interest in competing for the top spot atop the online leaderboard.

A Look at the Leaders

According to official statistics supplied by the Makoto Otoi Corporation, over 95% of registered users of the Happy Health Toilet Seat are male. Okada suggests that this information may be incorrect. “Many women in Japan refuse to admit they have bowel movements,” explains Okada. “It is viewed as something that would make them unattractive to men.” Thus, Okada believes that surprisingly high portion of the Happy Health Toilet Seat’s users, including some of the individuals at the top of the leaderboard, may indeed be women masquerading as men.

Yumi MasayukiWith this in mind, the fact that one of the all-time top scorers on the leaderboard, Yumi Masayuki, is a female may seem odd. However, Keisuke Hamabe, writer for popular Japanese video game magazine OK! Game! Score!, states, “There is a certain type of female game hobbyist, or ‘otaku,’ that is not interested in their reputation beyond their high scores.” Hamabe, who interviewed her for an article this past June, points out that Masayuki is overweight and is afflicted with poor complexion. “She’s not the type of woman that most men would be interested in, so perhaps earning a top score is the only way she can gain respect.”

Hamabe noted that since Makoto Otoi Corporation shut down the online leaderboard, he has been unable to reach Masayuki for comment. “We tried to get in touch with her to interview her about her reactions to the leaderboard being taken down, but the phone number we have on file is no longer valid and we have not received an e-mail response.” Nevertheless, OK! Game! Score! is still planning to print an article about the Happy Health Toilet Seat in an upcoming issue, but Hamabe notes that he’d like to wait on its publication until he has input from notable users such as Masayuki.

Near Death Experience

The Ministry of Health, Labour, and Welfare released a report this past month about the Happy Health Toilet Seat that estimates that as many as 15% of the product’s nearly 150,000 registered users were hospitalized for health issues related to misuse of the toilet seat so as to take advantage of its high score glitch. While thankfully there were no reported fatalities, one particular users, Kenbo “kappa78style” Suzuki, was so close to death that he considers himself luckily to be alive.

Kenbo Suzuki “Near the end, I was out of control,” Suzuki confesses. “I would gorge on food throughout the day and take laxatives so I could use the toilet more often and boost my score.” Suzuki became a fixture at Jonathan’s Restaurant in Hajaruku, where he would eat pork katsu and ice cream parfaits numerous times throughout the day, only to rush home to use the Happy Health Toilet Seat. “Sometimes I didn’t make it to my apartment in time and would have to use a public restroom. I would become angry because I felt like I wasted what could’ve been another boost to my score.”

Suzuki’s efforts paid off, as he was the longest-running first place user on the Happy Health Toilet Seat’s online leaderboard. However, as he was soon to find out, his fame almost cost him his life. His heavy use of laxatives was wreaking havoc upon his digestive system, and his body was unable to absorb anything nutritionally-valuable from the food he ate. “I was either eating or using the restroom,” Suzuki explains. “I barely slept because I was worried that if I let up I’d lose my place on top of the leaderboard.”

Eventually, Suzuki’s poor nutrition caught up with him. Suzuki states that his mother found him passed out on the bathroom floor of his apartment. “She got worried when I didn’t answer my phone for a couple days, so she came to my apartment,” recalls Suzuki. “I woke up in the hospital and didn’t know what had happened.” Suzuki’s doctors explained to him that he was so poorly nourished that he was within hours of death, but even then he was disappointed. “All I could think about was checking the Happy Health Toilet Seat leaderboard to see if I was still at the top.”

After nearly two weeks of nutritional rehabilitation, Suzuki was released to his mother’s care. He still regularly attends counseling for his addictive behaviors, but he believes he is doing much better. “I’m trying to live my life day by day and make the most of it,” states Suzuki. “Life is too short to throw away on trivial things. I’m happy to realize that now.”

An Unhappy and Unhealthy Future?

Despite Makoto Otoi Corporation’s efforts, the company estimates that as many as 60% of Happy Health Toilet Seat owners are still using the device. In addition, Keisuke Hamabe notes that a fan-hosted server for the online leaderboard is potentially in development. “I don’t know if it’ll actually happen or not,” states Hamabe, “but there’s been talk on a few gaming message boards of keeping the leaderboard alive. There are some users who just don’t want give up their months of hard work.”

Shunichi OkadaStill, as is the case with any trend, chances are that the number of Happy Health Toilet Seat users will continue to diminish over time. Makoto Otoi Corporation’s Shunichi Okada remains optimistic. “Even though it was tragic what happened, I believe that soon the Happy Health Toilet Seat will be nothing more than an unhappy memory.” Okada also points out that Makoto Otoi Corporation has a new health-monitoring toilet seat in development, one without the online leaderboard component. “We want our customers to be healthy. That is our top priority.”

OK! Game! Score!’s Hamabe, however, is not quite as optimistic. “The Happy Health Toilet Seat has a rabid core of fans,” explains Hamabe. “In Japan, there are hobbyists that cling to their favorite products for years.” Hamabe points out the high number of Famicom enthusiasts who still hold regular tournaments within their small but passionate circles. “Even though the total number of users may drop, the most dedicated members of the Happy Health Toilet Seat community are here to stay.”

Whatever the future holds for the Happy Health Toilet Seat and its strange but loyal group of fans, it is interesting and possibly even refreshing to see the Japanese government stepping in to actively assist Makoto Otoi Corporation in assuring the health of its customers. Though government involvement in the regulation of video games and other related products is a touchy subject, Ministry of Health, Labour, and Welfare consumer relations official Shigatsu Baka feels there is no other solution. “It would be foolish to ignore the health of our citizens,” explains Baka. “In the end, it is the Japanese public that matters most of all.”

[Mister Raroo is a happy husband, proud father, full-time public library employee, and active gamer. He currently lives in El Cajon, CA with his family and many pets. In addition to writing for GameSetWatch, Mister Raroo irregularly writes content for his blog, Moments. You may reach Mister Raroo at mister.raroo@gmail.com.]

GameSetLinks: Into The Maw Of Purho, My Friends

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Getting back to things, post-GDC, we're going to be running eight GameSetLinks instead of six for the next few updates, thanks to all of the awesome links that have been cropping up over the past few weeks, and require collating.

Some of the notables in this set - Clive Thompson on The Maw's perfecto length, Wolfire on indie game promotion, Petri Purho on the making of Crayon Physics Deluxe, and lots more besides.

Pee Wee Herman:

Wired.com: 'In Praise of the 3-Hour Game'
' Is The Maw really too short? Or is it more possible that other games are simply too long?'

Infovore » Ugly Games are Finished Games
'...Next-gen is empowerment. Making games is easier than ever before. And not just the programming part - the “making games on your own computer” part of the equation. I mean making games that other people can play.'

collision detection: Teleportation, the last battle, and the Creator talks: How the world ends inside an online game
Says some really nice things about Chris Remo's 'death of Tabula Rasa' GSW column, yay.

Why GDC matters more than ever | Gaming and Culture - CNET News
One more from GDC, and a really nice heartfelt story that makes me happy to help on the show.

Kotaku: 'Gdc09: Mega 64 Becomes Kotaku'
Heehee, 'N'Gage Croal'!

Wolfire Blog - 5 Indie PR Tips from Wolfire
These indie game guys get it re:publicity...

dobbschallenge2.com - Dr. Dobb's Picks: Best Levels (23rd March)
This is the Silverlight-powered game made by Adam Atomic and friends for GSW sister site Dr. Dobbs Journal - there's even a 'masocore'-style level in this first set of user-generated levels!

AVC at GDC '09: An Interview with Crayon Physicist Petri Purho | Games | A.V. Club
A very interesting chat to Petri, particularly his comments on the iPhone version of Crayon Physics Deluxe.

March 31, 2009

In-Depth: Xbox 360 Community Games Devs Talk Successes, Failures, What They Want

[Hopefully we haven't been overegging the XNA Community Games topic, but ex-MTV Multiplayer editor Patrick Klepek was nice enough to write something custom - and balanced - about it for big sis site Gamasutra, and we're happily reprinting it here.]

Has Microsoft's Xbox 360-based Xbox Live Community Games service been a success? That's the question on everyone's mind, following the anxiously awaited release of sales data to developers.

The answer: it depends who you talk to. There have been successes and failures in the Community Games marketplace, with hard lessons being learned by both developers hinging their futures on the service and Microsoft as a platform holder.

It's been four months since Microsoft launched Community Games, an independent games focused compliment to Xbox Live Arcade fueled by games created with the company's free-to-download XNA Games Studio software.

During these four months, however, developers have had no idea how well (or poorly) their games are selling, the only metric being Major Nelson top-ten lists or user created leaderboards.

The numbers are finally in. The first response came from what many believed was an early success story, trippy side-scroller Weapon of Choice from ex-Insomniac Games developer Nathan Fouts and his studio Mommy's Best Games.

"The results are, in one word, sobering," said Fouts on his developer blog. "I left one of the best video game employers to strike out and make my own games. This is my full time job, I am not a hobbyist and Weapon of Choice shows that. It is a full-fledged game, which took a full year to make. Not only did we hope sales would recoup the savings we spent during the year of development, we hoped it would provide enough financing to support the development of our next game."

Fouts expected Weapon of Choice to fall into one of three sales categories. 30,000 more was a hit, 20,000 or more was acceptable and 10,000 or less was disappointing. Weapon of Choice sold fewer than 10,000 copies, but Fouts told Gamasutra his game was downloaded roughly 130,000 times.

Though Fouts wouldn't disclose the game's specific numbers, let's assume Weapon of Choice sold 10,000 copies. That's a conversion rate -- which tracks if a consumer downloaded a demo and then purchased the full game -- of almost 8%.

Is that low? The developer of Word Soup, one of Community Games' biggest winners in its first four months, doesn't think so. A conversion rate that high is fantastic, actually.

Word Soup co-creator and Fuzzy Bug co-founder Scott Newby told us the traditional conversion rate with PC casual or indie downloadable games can be as low as 1%. Word Soup, which was downloaded 46,405 times and sold 9,153 copies, produced an impressive conversion rate of near 20% and generated roughly $32,000 for Fuzzy Bug.

By comparison, in 2007, Microsoft disclosed that Xbox Live Arcade games experienced a 17% demo-to-full game conversion rate -- though that rate is believed to have dropped significantly since then.

Weapon of Choice was downloaded almost three times as many times as Word Soup. Both games were released at the same price point: 400 Microsoft Points ($5). There may be an explanation for the discrepancy between the download numbers.

"Our title and screen shot is quite descriptive so most people would know what they’re getting when they download the trial," said Newby.

One difference between a developer finding happiness on Community Games and wondering if they gambled incorrectly may depend on the scale of their project.

Ska Studios' founder James Silva, the one-man-army behind this week's The Dishwasher: Dead Samurai on XBLA, treated Community Games as side projects and come out very profitable. Between ZSX4 Guitarpocalypse and ZP2K9, an experiment in multiplayer programming, Silva has come away with roughly $9,000.

"A lot of small studios are pretty mad about sales," he told us. "I would be too if I'd rented an office suite, hired programmers, artists, and a PR chick, and was looking at a few thousand in sales. However, since my costs are just... rent... I'm pretty happy... For a small studio, [Community Games] is sure to be a letdown, but for a guy coding in his pajamas (mine are chef's pants still, in fact, I'm wearing them right now), it's awesome."

Silva may highlight a central issue with Community Games at the moment. Some, like Fouts, left their jobs and took a risk with Community Games. It offered a chance to move around some of the headaches that come with publishing on XBLA and direct games straight to the consumer. But it's a new service with its own set of growing pains and perhaps not yet ready to support yearlong development cycles.

"My advice for developers would be to try and keep the development costs down if they can," explained Newby. "We only committed a couple of weeks to the project so we're happy with what we've recouped –- if we'd spent several months we’d be less happy. Developers should have an idea now based on the selection of sales figures on how games can fare. I'd use this as a rule of thumb for now and if you’re going to set off to spend a year writing a massive RPG I wouldn't expect hundreds of thousands back."

Developers have come away from the first four months of Community Games with some hard lessons, but that's not to say Microsoft doesn't have work to do, either. Many developers have had public issues with Microsoft's treatment of the service, starting with the lack of sales information. If Microsoft had released sales data earlier, they argue, more would have understood the realities of Community Games.

With that issue in the past, however, there's more work to be done. Of the many Community Game developers we talked to, there were two very common requests.

1. Better visibility on the Xbox Live interface
"Look, my old gaming friend just got a 360," said Fouts. "His first mission was to buy Weapon of Choice. He couldn’t. That’s right, he couldn’t find it. He’s a normal gamer, and he simply couldn’t find Community Games at all. Eventually he did in a really silly way (had to go through the Guide button!) but that’s just absurd."

2. Let users rate the products, a la iTunes
"Frankly speaking, Community Games is flooded with games, and in the future it'll be a ocean of games," said Colosseum developer and Shortfuse Games CEO Johan Hermeren, whose $10 game sold just over 4,000 copies but saw user downloads of over 120,000.

"Also, the quality differs a lot. In that kind of situation it's pretty important to guide the gamers to buy the games that they really want to buy, and I believe that a rating system is way to go."

Microsoft isn't yet saying much about the response developers are having yet.

"Sales and expectations vary from developer to developer," said XNA developer marketing manager Lisa Sikora in an e-mailed statement. "Although this is still a very early snapshot of the Community Games sales potential, we’re finding that several of our top sellers will be taking home almost as much income from four months of sales as the average U.S. citizen earns in a full year. We at Xbox are very proud of offering a direct distribution channel to developers."

"We’re confident that this business will only continue to grow as more and more Xbox 360 owners explore the channel and discover its gems," she continued. "We’re always looking for ways to improve the consumer experience, but we don’t have anything new to announce at this time."

It's also worth remembering Community Games is only four months old. The New Xbox Experience hasn't seen a cosmetic facelift since its launch, a move that could drastically help exposure for Community Games releases. Plus, despite all the talk of doom and gloom for Community Games, it's also creating awareness for them.

Developers aren't giving up on the service yet, either.

"All in all, I believe that both these figures are correlated with a too hefty priced Colosseum, and that [Community Games] is new to people," said Hermeren. "Still, we at Shortfuse think that Community Games is a good thing though. XNA is awesome, low entry barriers for indies are awesome, the 360 is awesome."

The question isn't whether Community Games has been a successor or not, it's what developers chose to do with the service, now aware of its heights and limitations.

[GSW sister site GamerBytes has been leading the collation and analysis of Xbox Live Community Games sales data, and a recent Gamasutra cross-posted story has much more context on the service's first public data.]

Column: 'Diamond in the Rough': How Does This Make You Feel, 'Partner'?

medium_2556037408_168eb73b6b_o.jpg['Diamond In The Rough' is a regularly scheduled GameSetWatch-exclusive opinion column by Tom Cross focusing on aspects of games that stand out, for reasons good and bad. This week, Tom discusses questionable and offensive imagery and themes in Resident Evil 5, and how these elements undercut the rest of the game.]

One thing that has been repeated about Resident Evil 5 is that the game may include offensive imagery, but that you become inured to these images when you get in the thick of combat. This might be the case during certain sequences where you don’t have time to think, but there’s no escaping it for long.

As soon as you do, Chris and Sheva find a butcher’s block, topped with a dead animal and buzzing flies. The game’s helpful text blurbs will then say something like “The smell is awful. Why would this be here?” A butcher shop with meat in it isn’t offensive or out of the ordinary, and in fact is part of everyday life all over the world.

However, the peculiar Othering of normal occurrences (like a butcher shop having meat, knives, and flies) so that they fit into a frantically horrified conception of village life in Kijuju is pervasive and carefully orchestrated.

medium_3029397822_8e1d1d6fbb_o.jpgThis is What's Horrifying

This kind of characterization is prevalent throughout the first two chapters. Some of the initial establishing shots are careful to emphasize the flies that are everywhere, and thus, the unclean, eerie aura that such sounds bring to each scene. If you are going to depict this kind of situation, you need to have a strong authorial voice, one that presents the events either as “objectively” as possible (a task few, if any, attempt), or one that clearly directs the player and takes a side.

Art does not exist in a vacuum, nor do any forms of media or entertainment. You cannot make this game and portray these events and not telegraph your feelings as regards the proceedings. And Capcom hasn’t; from every “creepy” slaughtered animal to every collection of skulls and candles in a shack (”It must be some kind of ritual,” Chris advises us), Capcom’s intentions are transparent.

They work very hard to show you that this particular West African Town is poor, dirty, and dangerous: that people are vicious, violent, and skulk around the heroes. Furthermore, their houses and places of business are even more alarming, filled with “bizarre” practices. It should be noted that this kind of ignorant, traditionally stereotyped imagery is considered to be a good way to scare Capcom’s audience. Stop and think, why is it “scary.” What’s being coded as horrifying and alarming in this game are poor, “West African,” people who froth at the mouth and cannot be trusted due to their violent natures.

This is brought home hard when you realize what other “scares” the game has in store. It doesn’t have any, aside from the well done “partner has to hold the light source” section in the mines. The game is really about two things: it’s about a really excellent action game, and what the designers hope will scare you in their portrayal of these people and their homes.

medium_2528922251_f521cd7135_o.jpgSpreading the "Infection"

Another defense of Resident Evil points out that you are killing zombies just as you’ve always killed them. It’s not like you treat them different than Leon treated the Ganados, right? This does not take into account how the game depicts the “African” zombies’ violent nature and activities, as well as the spaces they inhabit within the game. Early in the game, you are treated to a scene where a white woman is dragged off kicking and screaming, only to be found infected with the virus, and thus, no longer pure.

There are other characters that you’ll see killed by the infected humans (and other enemies), but none are treated in this way. When Chris and Sheva find a black villager who has just been infected, Chris wearily approaches the infected man, not realizing the danger, but quickly withdraws when the man screams in pain as the virus takes over his body. When Chris finds the white woman, he grabs her, and supports her, before she turns into a vicious member of the infected.

There is a way (among many) that a designer could humanize the victims of the virus, before they were infected. It’s a very straightforward technique, and one that even the most by-the-book movies include. Before the dehumanizing, physically disfiguring virus or condition affects the victims, the fiction can try to show what their lives were like before the infection. People going about their business, children going to school, social gatherings, etc. have all been used in countless movies to show what “the people” are like before the war/virus/disaster.

While this does of course lead to other problematic characterizations (the “innocent,” “humble,” townspeople who need saving, for instance), at least it shows that the authors of the fiction want to emphasize the difference, the before-and-after nature of the infection. In Resident Evil 5, there are no such characterizations. From the first frame, the villagers you see are either infected or acting violently, suspiciously, or both.

Capcom has pointed out that everyone’s infected, so none of them are “people” anymore, which makes it acceptable and necessary to kill them. By not including images and videos of uninfected villagers, Capcom is making it clear (possibly accidentally) that none of them are human. They barely take the time to stop and amend this issue, at they only do it once memorably.

medium_2909915595_e81dbf90f8_o.jpgToo Little, Much Too Late

There’s a boy’s diary that you find in a village in the wetlands, that delivers the kind of humanizing look at the pre-infected society that would have changed the beginning of the game, to some degree. However, it’s power to amend Capcom’s mistakes is blunted by the fact that it’s tasked with explaining the villagers’ propensity for wearing “traditional” African garb. The problem here is twofold. First of all, Capcom stuck this document (an optional read at that) in the tail-end of the 3rd act. The second problem is more serious.

The reasoning they give for these villagers dressing up in “traditional” garb (clothing that has no basis in any regional traditions but is instead pulled from the Kingdom of the Crystal Skull roster of “primitive” clothing) is paper-thin. Apparently the villagers just started dressing in this fashion and murdering each other after being infected. Why did they do this when the other infected failed to do the same?

Apparently this is a symptom of the version of the Progenitor virus specific to that part of Africa (and specifically, the marshlands and the nearby caves), which only affects men. Men who kill their families and villages as they become infected. This may be explained as “how that version of the virus is,” but it also happens to fit conveniently into popular, old, stereotypical visions of what unpredictable, violently traditional African people are. Again, the problem is not necessarily that Capcom is “racist,” it’s that they uncaringly used very old, very vicious racist caricatures and stereotypes to create the foundation of their game and their “new brand of horror.”

The argument that Capcom and the gamers who see this game as being perfectly acceptable just doesn’t understand or are ignorant of these stereotypes is a problematic one. If this is the case, why would Capcom carefully construct Sheva in the way that they have? She’s there for a reason, and it’s to deflect flak from people calling them out on the problems with RE 5’s depiction of violence, white military intervention, and every day life in this particular version of “Africa.”

medium_2910765324_53c3c87f4c_o.jpgThanks, Partner!

It is worthwhile to look at Sheva and the way her Blackness and African-ness is coded as opposed to the way the villagers' Blackness and African-ness is coded. Whereas the villagers are dirty, violent, inhuman, and dark, Sheva is fairly light-skinned, well-kempt, and respectful of Chris and the BSAA and its hierarchy. She is, essentially a “safe” black person, whereas the villagers are “the worst kind.” Also, the inclusion of white and “Muslim” enemies in no way helps the situation.

It’s true that there are people in various nations in Africa who are “white,” but it’s just as true that sing skin color and other ethnic “identifiers” is almost meaningless in parts of the world where being a Muslim does not mean your skin has to be any particular shade. Simply put, this is a red herring: the problems the game has are not alleviated by the inclusion of vaguely area-appropriate non-black enemies.

The game consistently, forcefully presents Kijuju as a dangerous, primitive, scary place, where good, nice white people really don’t want to be caught hanging out around. I want to reiterate that I am not accusing anybody of meaning for this message to be sent, but it’s such an old and time-honored way of portraying Africans that it can’t be swept under the rug. It’s so regressively, unthinkingly stereotypical, it’s almost hard to explain or view in its entirety.

There’s no point at which it’s self-aware, post-modern, or aware of the history of Colonial, Imperial, Neo-Colonial or military trends and actions in various parts of Africa. At its best, it vaguely gestures toward the bad things that have been and are still being done in Africa by foreign, white-owned companies. It never makes it this far, however, muddling in the same direction all Resident Evils have muddled: corporations tend to think only of their research and hurt people.

Something that should be noted is that the game obviously codes these villagers as Poor, Vicious, and Animalistic, but it’s not alone in this. Resident Evil 4 may have been about “Spanish” villagers, but it could have been set in any poor village in any part of the world. It could have been set in America. The significant elements of the initial stages of RE4 hinged on the player’s fear of poor, vicious, strange villagers. It’s not like poor rural people are strangers as villains in the horror genre, they’re often used by directors and writers as the receptacles for various societal fears and repressed urges.

It’s just that RE 4 was the first game in the series to so clearly emphasize their poverty and “uncivilized,” inhuman ways. It doesn’t matter if you, as a developer, don’t bother to humanize those who haven’t been infected. It doesn’t matter if the developer says “they’re all infected.” The onus is always on you (designers and artists) to show the humanity of these people, otherwise you slip dangerously close to the trap that many zombie movies fall into: using zombies as a convenient “inhuman,” “cleansable” population, as has been done in zombie movies (and comics, tv shows, etc.) for years.

medium_2555210435_095d0cfb8b_o.jpgAcceptable Losses

Post-Night of the Living Dead, George A. Romero was alarmed at how zombies were being used to make the slaughtering of marginalized people acceptable. Romero directly worked against this trend. In the original Dawn of the Dead, an early scene depicts S.W.A.T. members “cleansing” or “clearing” a ghetto.

It’s made clear that the soldiers shoot people who are obviously still human (or show every appearance of humanity); they are not zombies. They’re “being sure,” and it’s acceptable for them to kill these people to be sure, because they’re black and poor. Resident Evil 4 and 5 do the same thing, and they’re not trying to make a point like Romero was. For these games, these players, and these designers, it’s acceptable to depict this kind of situation and present it in this fashion, because of how it “scares” people and makes for a “good setting.”

This is by no means the last word on whether or not “the game is racist.” What it is is an analysis of broader, more easily identifiable trends in the presentation of Resident Evil 5. It’s something that we all need to discuss, and I really do mean “we all.” This can’t be something that gets discussed for five seconds and then thrown out of the bigger sites and forums, only to be caught and rejected again by the smaller sites.

This is a dialogue that we need to have, and it should be as inclusive as possible, featuring voices from various communities and points of view, not just your average 20-30 year old white gamer. If we don’t have these discussions, we’ll repeat this highly regrettable, extremely harmful mistake again and again. If we want to be taken seriously as a form of media and as a block of consumers, we have to take our media seriously, and we have to actually listen to points of view that we don’t necessarily agree with.

[I’d like to conclude this article by saying two things: first, this is a combination of various posts by myself about Resident Evil 5, as well as new ideas I’ve had as I’ve played the game. Second, it should come as no surprise to anyone that this is one of many articles written before and after the release of RE 5 that discuss the imagery and themes within RE 5 that are offensive or troubling.

It would be impossible for me to link to or mention all of them, but I’ll try to link to a good deal of them. You can find a lot of interesting and intelligent discussion going on, in the articles themselves and in the responding posts. I’d recommend checking out as many of them as you can. Related posts and articles: Acid For Blood, Brainy Gamer, The Iris Network, Evan Narcisse, Racialicious, Tom Chick. And those are just the ones I've been reading recently, there are many more great discussions out there]

Best of FingerGaming: From Wolfenstein 3D to Noby Noby Boy

[Every week, we sum up sister iPhone site FingerGaming's top news and reviews for Apple's nascent -- and increasingly exciting -- portable games platform, as written by guest editor Danny Cowan.]

This week's notable items in the iPhone gaming space, as covered by FingerGaming, include the debut of a reworked Wolfenstein 3D, news of an upcoming port of Noby Noby Boy, and the release of PopCap's Bookworm.

- iPhone is 'Better Than the DS, Better Than the PSP,' Says ngmoco's Young
"Speaking today at a Game Developers Conference Mobile keynote address, ngmoco CEO Neil Young praised the iPhone as being 'better than the DS, better than the PSP,' citing its always-on functionality and lack of first-party games as critical factors for mobile game developers."

- Free Game App Roundup, March 19th - 27th Edition
"This week's free releases include demo editions of WordJong and Wild West Guns, along with free full versions of Bottleneck'd and Mugen Pop Pop."

- Keita Takahashi's Noby Noby Boy Bound for iPhone
"The need for an iPhone version arose when Takahashi noticed that at the current rate of GIRL's growth, it would take around 820 years or so until it lapped the entire solar system. 'This is a problem,' he noted. 'I'm going to be dead by then.'"

- Top Free Game App Downloads for the Week
"Manic Marble Free makes a promising start this week at second place. Bike or Die 2 also makes significant headway in this week's rankings, jumping up to third place after finishing last week at tenth."

- Apple Spotlights IGF Finalists in App Store
"Finalists in the 2009 Independent Games Festival Mobile are now getting more recognition than ever, as Apple has collected the competition's nominated iPhone and iPod Touch titles in a section featured on the front page of the iTunes App Store."

- id Software Releases Wolfenstein 3D Port for iPhone
"id Software founder and Doom programmer John Carmack has released an iPhone port of the classic PC first-person shooter Wolfenstein 3D. Built from the ground up with the iPhone in mind, Wolfenstein 3D Classic features an all-new slide-based control scheme."

- PopCap's Bookworm Debuts in iTunes App Store
"Today, PopCap ports another one of its most popular franchises to the iPhone with the release of Bookworm. Bookworm's premise should be familiar to iPhone users by now — players must link connected letters to form words."

- Top-Selling Paid Game Apps for the Week
"This week's results are weighed heavily in favor of popular recent releases like AirCoaster 3D and Metal Gear Solid Touch, which push longtime chart favorites like iDracula, Tetris, and Touchgrind out of the top ten."

March 30, 2009

GDC: The Mega64 Chronicles - Pt.1, Metal Gear Solid 4

Since I was involved in co-organizing the IGF Awards and Game Developers Choice Awards this year (although full credit to Izora DeLillard, Stephanie Nix, and a host of other amazing people for actually, uhh, doing the hard work!), I had a chance to interact with those beautiful lunatics at Mega64, who did five custom skits for the awards this year.

They'll be rolling them out gradually onto YouTube and their own site (psst, support them and buy stuff!), I'm guessing, but I'll probably link them here too, with some fun, bonus facts, if I know anything about them!

First up, Metal Gear Solid 4, with not one but TWO special guests, at least in this version:

Bonus facts alert:

- This was the only Mega64 skit we didn't see significantly in advance of the awards, for obvious reasons (they were filming on the day before the show!) We saw it for the first time about two hours before the awards started.
- Presuming you know this, but the setting where the 'reveal' comes (at the Moscone Center in San Francisco) is exactly the same location (and camera angle) as the New Super Mario Bros skit they did for the Choice Awards in 2007.
- The version of this skit shown during the awards is a little bit shorter and doesn't actually _have_ the micro-cameo from, uhh, the second person who I won't name for spoiler reasons. I was pretty surprised when I saw the extended version this morning.

(The show version is viewable on GameSpot's video coverage, for Mega64 completists, but don't look at the other skits!)

GamerBytes Analysis: XNA Community Games Sales Data Revealed

[Compiling many of the statistics from XNA Community Games' first data dump, sister console digital download site GamerBytes' editor Ryan Langley takes an in-depth look at what the divulged sales numbers mean for the future of the service.]

Since the start of the XNA Community Games on the Xbox Marketplace it's been well known that the developers had no way to look at any data about their titles. As of Saturday however, download history is now available to game submitters, complete with specific details on how many trial games have been download, the amount of sales they make on a daily basis, and which regions they were bought.

Many developers have openly discussed their sales through the XNA Creators forums, or on their own websites. Several others have been in contact with us and are allowing us to display their own totals. I thank every developer who was willing to speak with us and be a part of these statistics.

Below is a chart of sales for 24 different games - the amount of trial versions downloaded, and the amount of games bought. Some of the data is incomplete, but we've done our best to be as accurate as possible.

The earnings are based on the 70 / 30 scale suggested by Microsoft for how much developers will earn through XNA Community Games, but this might change in the future, with Microsoft taking an extra 10-30% depending on the amount of promotion they give a game. (However, right now, the XNA admins says: "For the time being, we've decided to maintain the 70/30 split across the board whether your game was featured or not"):

xnasalesmar09.png

These games are sorted by the date that the games were released on, to help us understand the long tail that a game may have. Those titles with an asterisk next to their names only gave rough estimates on their sales.

From the statistics, we can tell that the XNA Community Games have not gotten off to the best of starts. After nearly six months of being available most games have done very little, and the amount of trials downloaded per game is still very small compared to the online Xbox user base.

Back in 2007 Microsoft cited that the conversion rate between those who downloaded the demo for an Xbox Live Arcade title and bought the game was 17%. While this conversion rate has most likely dropped by as much as 50% since, the expanded userbase of the Xbox 360 has made up for it. For the XNA Community Games we're seeing a wide variety of sales between two different pricing SKUs.

The 7 Community Games we've tallied that sold for 400MSP we can see a low amount of people who decided to upgrade to the final game. Games like Blow, Exhaust and Snake360 all had a large amount of content. But much like the iPhone app store, it appears that few people feel the urge to spend $5 on a quality product, even when Xbox Live Arcade has been keeping mostly to higher price points.

While most of the 200MSP titles have had similar conversion rates, there have been some breakout hits that have done much better. Johnny Platform's Biscuit Romp, Groov, ZP2K9 and Solar have all sold better, with Johnny Platform being the top seller within our data.

Each one of those games are a quality product for the 200MSP they cost, but one thing that these games also got was exposure through other mediums. Johnny Platform's Biscuit Romp and Groov were discussed on the popular Rebel FM and Listen UP podcasts, which spread the word of mouth for the game.

Speaking to Groov developer Julian Kantor, we found that after the podcast plugs the game rose from 93 sales the previous week to 157 the next. During March Groov achieved an conversion rate of 37.8%, with the help of being discussed on both podcasts again, and was mentioned in the Community Games column in latest issue of OXM UK.

Solar is one of the most recent additions to the XNA Community Games, and the sales show it's doing well for itself. It's one of those games that brings a different experience to the platform, something along the lines of flOw or Braid have beforehand.

One thing Solar has done is advertise, and in a way that no other has - through Flash. The developer has created a altered version of the game and released it through flash portal Newgrounds. Currently there have been over 11,000 views of the version, which specifically states you can now get the game on XNA Community Games.

ZP2K9, created by Ska Studios, did well despite being an online multiplayer shooter, which is difficult to cater for, as XNA titles do not support leaderboards or any way to know which of your friends currently own the game. It will be interesting to see how well their game goes this week with the addition of Dishwasher: Dead Samurai to the Xbox Live Arcade.

Another high profile Community Game title was Weapon Of Choice by ex-Insomniac Studios developer Nathan Fouts. While we do not have any specific data for the game, Nathan has come out and said that the game has had less than 10,000 sales.

This is far better than the 3,500 we've seen here, and in comparison to the other 400MSP titles that's still a good amount of sales. However Nathan intended to become a big part of the indie game movement, and for someone who wishes to make a living off XNA Community Games it doesn't appear to be as well as hoped. Weapon Of Choice, like the other 400MSP titles, had quite a low conversion rate from demo to full game.

For the few applications that have made it to the XNA Community service, EZMuze, Remote Masseuse and Clock 24-7 did quite well for themselves. Remote Masseuse, which itself got a lot of attention for its "partner" based rumble feature, got a lot of plugs on gaming blogs like Kotaku and Joystiq, which the large amount of trial downloads can be attributed to.

There are numerous high interest titles that have decided to not openly discuss their sales, including Colosseum, Biology Battle, RC-AirSim, CarneyVale Showtime, Easy Golf, FirePlace and Miner Dig Deep which were most likely in the upper threshold of sales. We currently know that the Biology Battle developers will be issuing a press release by the end of the week.

To many developers, these statistics have been quite disappointing, but there certainly is a quality bar that many of these small developers must attempt to hit and exceed, particularly in the user interface of their games.

Some hear that developers on the iPhone are making thousands of dollars a day, but the reality is that they are the minority, and the other 19,000 apps have probably not made back the development costs. For those in it to make good, quality products - don't give up on your dreams just yet, we're only 6 months in.

Over the coming days, GamerBytes will discuss other sale statistics for XNA Community Games, including average sales per day, where in the world the sales are coming from, as well when games have gotten their peak sales. We will also be analyzing what the developers of XNA Community Games need to do in order to increase their sales, and what Microsoft have to do to bring XNA Community Games to the forefront. Stay tuned!

[UPDATE: Sister site GamerBytes has added some more stats as revealed by developers, including impressive numbers (9,153 sales and $31,000 in revenue) for perenially popular XNA casual game Word Soup and less impressive sales for some other titles, plus daily and first-day numbers for a variety of games.]

COLUMN: 'Game Mag Weaseling': COMPUTE This

['Game Mag Weaseling' is a weekly column by Kevin Gifford which documents the history of video game magazines, from their birth in the early '80s to the current day.]

compute.JPG   amazing%20computing.jpg

If there was such a thing as a "scene" of people scanning in old computer magazines and releasing them on the Internet, then this guy DLH would be the hot new rising star in it. His site offers torrent/newsgroup links to all manner of neat old US mags, not to mention PDFs of all manner of old Commodore 64 and Amiga books and hardware data.

UK fans have already scanned in every great game and computer mag of their past (and lots of not-at-all-great ones), but the Americans have always been behind the trend. A lot of the mags DLH has been scanning and/or collating have been pining for a full digital version for years now, two of which you see the premiere issues of above -- COMPUTE! and the Amiga-exclusive Amazing Computing.

Both of these mags started out with two feet firmly planted in the user-group scene, COMPUTE! originally a newsletter devoted to Commodore's PET machine and the first issue of Amazing typeset off a dot-matrix printout (they went for laser printing starting with issue 2). Both got enormous in their heyday, the December '83 issue of COMPUTE! clocking in at 392 pages.

Both also launched all kinds of spin-off mags, from the equally-successful COMPUTE!'s Gazette to Amiga programmer reference AC's Tech. COMPUTE! was one of the few consumer computer mags to weather the brutal post-game-crash era of 1984 and beyond, but it was never quite the same, eventually fizzling in 1990 and being reborn as a PC-centric mag. Amazing, on the other hand, kept right on truckin' through 1999, long after the Amiga market died in America, a feat that shows the sheer tenacity of the Commodore faithful in the '90s.

Thumbing through COMPUTE! from a 2009 perspective, one may wonder why this mag got popular at all. It was aggressively multiplatform, devoted space to a lot of quixotic subjects (including one infamous multi-part feature that attempted to implement a computer language in Commodore 64 BASIC) and was often so text- and program listing-heavy that it looked like a Sears catalog from the turn of the century.

The same could be said of AC, a lot of the relevence of which is lost if you aren't in tune with the state of the computer it was covering. But they are both undeniably valuable primary sources for the US home computer scene, and the enthusiasm both mags are packed with is something you're never going to see again, now that computers are essentially furniture. Besides, there are one or two good games among COMPUTE!'s endless BASIC listings. I think.

[Kevin Gifford breeds ferrets and runs Magweasel, a site for collectors and fans of old video-game and computer magazines. In his spare time he does writing and translation for lots and lots of publishers and game companies.]

GameSetLinks: GDC 2009 Special - Part 2

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Finishing up a reasonably gigantic GDC 2009 round-up, at least until RSS feeds can be further scoured, this set of links includes the Tale Of Tales folks on how they think the indie scene is expanding, plus long-time stealth indie supporter Martin Hollis coming out with a WiiWare title - seemingly out of nowhere - that looks pretty darned interesting.

Also in here - IGF's reception in Japan, a little more Steenberg, a little more Eden controversy, a little more BBC write-up, and a lot more miscellany. Huzzah to the nth degree.

Go go go:

Tale of Tales» Blog » GDC impression: indie games have levelled up
'Rather than sitting on our mini-laurels, I hope we continue on this path and make games that push the medium into territories that it always hoped to reach (or falsely claimed it had).'

Wear silly hats. » Infinite Lives
Phil Fish/Fez IGF-ish fan art? Oh yes.

AVC at GDC '09, Day Four: Wake Me When Your Game Does Six Dimensions | Games | A.V. Club
This has an interesting interview with PixelJunk's Dylan Cuthbert about his IGF eligibility controversy in it.

4Gamer.net — [GDC 2009#27]IGFで大賞受賞した作品「Blueberry Garden」はこんな癒し系ゲーム
Cool that even Japanese sites have write-ups (with some nice pictures!) of IGF winners.

Video: 'Love' of the Game - Game Hunters: In search of video games and interactive awesomeness - USATODAY.com
The deliciously crazy Eskil Steenberg, in full effect at GDC - also see this USA Today post.

The Associated Press: Experimental games highlighted at game conference
Indie games get a lot of love in the AP piece highlighting GDC - neat!

Intel details future graphics chip at GDC | Nanotech - The Circuits Blog - CNET News
The Larrabee announcements at GDC are probably quite important for high-end devs - would that I could make head or tail of them, being a programming dunce!

Video game developers meet reality: Joblessness - Los Angeles Times
There's still hiring going on, but people are being super-picky - maybe opportunities for people to carve out their own niches in indie/alternative methods? Good Alex Pham piece during GDC.

The Best (and Worst) of GDC 2009 - PC World
Darren Gladstone does some excellent game reporting, and here's a neat trends piece on the GDC week.

IGN: Bonsai Barber Preview
Showing at the end of GDC (Gama has an interview coming up about it), the enigmatic and indie-friendly Martin Hollis has busted out what looks to me to be a signature WiiWare title. Can't wait to play!

BBC NEWS | dot.life | A blog about technology from BBC News | A walk on the fun side of GDC
I like that the BBC reporter went and spoke to some of the regular booth workers - that's very BBC, in some indefinable way.

March 29, 2009

GameSetInterview: 'All You Need Is A Little LOVE: Eskil Steenberg'

[We like the chutzpah behind goodcrazy Swedish coder Eskil Steenberg, which is why we gave him a speaking slot at the Indie Games Summit during GDC this week. He's put up the basic text of his talk - which went super-long but showed some serious flecks of genius - on his own blog. Just before the show, Phill Cameron caught up with Eskil to talk to him about his plans.]

Eskil Steenberg is the sole creator of LOVE, which is one of the few indie efforts on the broad range of MMOs currently in development - check out an X-Play/Hulu.com video preview for a good idea of the game's engine in action.

It is almost entirely procedurally generated, and features a very distinct art style and mood that has already set it apart from most of the competition. From what's been said of the game so far, it is almost entirely focused on the community rather than the individual, so expect to be building cities rather than harvesting loot from special monsters.

Talking with Eskil, I found out about the challenges of making such a massive game on your own, how much you have to rely on your community when you don't have a big publisher with bottomless pockets, and why procedurally generated content is the way forward.

Can you explain about your background in game development?

Eskil Stenberg: I have worked on some crappy games I had very little control over in the past, but as a programmer I have mostly developed tools, like my 3D modeler Loq Airou, my asset management tool Co On and the network protocol Verse. These tools where developed to increase the productivity, and in part, LOVE is a project that tries to prove that they work.

How far along is LOVE now?

Eskil: This is always hard to tell, but my feeling is that with the things I show[ed] at GDC, I'll have one system left to implement before the came is "complete", that doesn't mean that it is done, it will mean that every peace that needs to be in the game is there. After that point it will be a matter of polish and adding more stuff. As any subscription gate the development doesn't really stop.

Endeavouring to create an MMO almost entirely on your own is a startling undertaking. Why did you decide to go it alone?

Eskil: I didn't have much of a choice, it was either get a job and have very little control over what I do, or go at it alone. I don't have the funds to hire anyone. With all the press I have gotten I'm now stuck with it.

Why are you making a procedurally generated MMO?

Eskil: First and foremost out on necessity. Working alone you simply just can't build a massive world all by yourself, so you need to do something smarter. Given that I am forced to solve this problem, I get some added bonuses like being able to constantly generate new content while the game is running.

As it turns out I think this could be the key to gaming in the future as the game is able to develop and change in response to the player's actions. Rather then having a few binary plot choices the world becomes far more dynamic and responsive to your actions.

By going with procedurally generated content, you’re obviously avoiding large headaches of getting enough world in your game, but how have you managed to keep it looking fresh and interesting when it’s entirely generated by a computer?

Eskil: This is the very hard part and all you can really do is experiment until you get something you like. I look at a lot of concept art and then I try to implement systems that can do the kinds of things I see in the images. Sometimes the things you generate surprise you and that's when you know you are on to something.

As time goes by you add more and more code that lets you generate more diversity and eventually you will get a very diverse environment. A big part of my development has gone in to being able to art-direct the look of the content being generated. I do thing by hand modeling very small parts of the environment and then have the engine use these fragments to build a huge complex world.

What are your expectations for LOVE? How many people are you looking to get playing the game?

Eskil: I have fairly low expectations. You never know if something will stick so it's best to keep them low.

The art style of LOVE is, at the moment, one of the key aspects that people seem to focus on when mentioning the game. How important do you think art style is to a game in general, but also specifically for an MMO?

Eskil: I don't think it is very important when you play it, but it does draw people in. I think it goes for all types of games. In some games, like Flower, that's all there is, but my hope is to create a game like Counterstrike that people play long after the graphics have lost their edge or even meaning. I have a background in graphics programming so for me graphics is just the most fun part to develop, and that is why I tend to over-develop it.

How do you see the MMO genre evolving in the next few years?

Eskil: My feeling, and I am in no way an expert, is that MMOs haven't developed much at all, other then becoming more polished over the last few years. So I'm not so sure much is going to happen. MMOs have become so expensive to develop that it is less likely we will see big risks being taken.

Do you think indie efforts like yours will become more common?

Eskil: No, I don't think you will see many indie MMOs, I don't even think my game would qualify as an MMO, but then again I don't think it qualifies as any ofter genre either.

How much of the game have you outsourced or collaborated on? Was it easy to find people to work with?

Eskil: None has been outsourced, its 100% me. Outsourcing to me is very stupid because you don't get to keep the talent in the building. If what you are doing is so boring that any sweatshop can do it, you should spend time developing tools that do the job for you. Anything that isn't crucial for what the game is should be done by automated tools.

With the rewards of making your own MMO quite far off and intangible, do you find yourself making the game mostly for yourself? While it may seem slightly paradoxical, but is the development of LOVE quite insular?

Eskil: It is very insular, I'm a social person, so that part of it is hard, but I try to find joy in the very act of game development rather then just the results. If you know any nice girls who would like to date me please, send them over.

Are there any particular conventions of the genre you particularly dislike and have avoided putting in your game?

Eskil: My game is different enough not to be compared to most MMOs, but if there is one thing I wanted to avoid, it was the character focus. Rather, I have a focus on the communal aspects of the world. People are very adaptable and will behave according to their surroundings, so to create a game where everyone is driven to care just about their own stats seems counter-productive to a multiplayer game.

Likewise, is there anything (beyond the obvious player to player interaction) that you’ve deliberately tried to implement?

Eskil: The things I have mostly been inspired by is the simplicity and agility of early FPS games like Quake. Having said that, I still try to innovate at every step of the way. It's the best way to fend off boredom when developing. I recently gave my game to a few friends, and found that it is much more different from other games then I thought.

Has the rise of awareness in indie games affected you at all? Do you think the gaming community is now more open to something like LOVE then they were before?

Eskil: Possibly. I don't feel LOVE has too much in common with other indie games. Indie game development should be about making something small, simple and fun that doesn't compete with the big boys. My game is not small in any way, it is not simple and it is going head to head with some very big games. I don't want to be the poster child of indie development, because if people think they need to do what I do to make an indie game they are
missing the point.

Without a large budget, are you going to be relying heavily on fans for beta testing?

Eskil: Yes, It is a very scary prospect, because I will need testers very early on while the game will be very rough.

Do you think the contribution of the community is important in the development of lower budget games?

Eskil: Often I think they are, mostly to get the game out there. Fans can be very good, but they can also easily represent a very narrow view. So as always, it's good to listen to others but not always do as you are told.

Are there any particular indie developers or games that you pay particular attention to? Do you have any games you’re looking forward to?

Eskil: I don't have time to pay very much attention or hang out in communities and forums, but I am good friends with the guys and gals over at Introversion.

Best Of Indie Games: Mind the Path

[Every week, IndieGames.com: The Weblog editor Tim W. will be summing up some of the top free-to-download and commercial indie games from the last seven days, as well as any notable features on his sister 'state of indie' weblog.]

This week on 'Best Of Indie Games', we take a look at some of the top independent PC Flash/downloadable titles released over this last week.

The goodies in this edition include a commercial release of the long-awaited horror game from Tale of Tales, an unlikely casual hack and slash game, a short interactive fiction work, a rather unique roguelike, a Flash wonderfl creation from Kenta Cho, and a cool psychedelic puzzler that will literally blow your brains away.

Game Pick: 'The Path' (Tale of Tales, commercial indie)
"A horror game inspired by the story of Little Red Riding Hood. Developer Tale of Tales calls it a 'Slow Game' for the simple reason that nearly every activity in the game is optional - you can volunteer to do as little or as much as you want. There are no difficult puzzles to solve or raging monsters to defeat, because the game is all about how keen you are on deviating from the path."

Game Pick: 'Dead Like Ants' (C.E.J. Pacian, freeware)
"Dead Like Ants is another well-written interactive fiction work created by Pacian, developer of Gun Mute and Snowblind Aces. In it, you play a young daughter who had been requested by the queen to carry out a special task for her majesty. The game is playable on Linux and OS X as well, although you will need to download the correct TADS interpreter to get it working on your choice of operating system."

Game Pick: 'Kivi's Underworld' (Soldak Entertainment, commercial indie - demo available)
"Kivi's Underworld leads with a simple premise - make your way through dreary dungeon after dungeon laying into every skeleton, zombie and undead being who happens to cross your path. Great fun for everyone with even the most casual player spending at least ten hours on it, while completists will find themselves still at it for much longer than that."

Game Pick: 'DungeonMinder' (Adam Gatt, freeware)
"In DungeonMinder, you play as an invisible fairy tasked with assisting an adventurer as he makes his way into the catacombs in search of treasure. This requires casting spells which immobilize enemies, increase the adventurer's stats or even change the shape of dungeon walls and floors."

Game Pick: 'DefeatMe' (Kenta Cho, browser)
"A new wonderfl experimental work from the legendary Kenta Cho. This seemingly simplistic shooter involves destroying enemy ships with as few shots as possible, because the problem is that on every subsequent level you're put up against clones of yourself from each of the previous rounds. The less shots you fire off, the less shots will be fired back at you in the next round."

Game Pick: 'King' (Buster, freeware)
"A retro 2D platformer by Buster, developer of notable releases such as the memorable Akuji the Demon and a Zelda-like action RPG tribute called Guardian of Paradise. In it, players would have to assist a sovereign in acquiring as much points as he can, simply by jumping and stomping on the enemies found in each level."

Game Pick: 'Imagination Reality Paradise' (kanoguti, freeware)
"Possibly one of the strangest acid trips you will play this year, kanoguti's I.R.P. is an adventure game where players would have to figure out the solution to the puzzle found in each room, simply by using the right combination of buttons on their keyboard. Every playthrough yields a different set of random sequences, so by replaying the game you might find some new areas that were never discovered in previous attempts."

GDC: Inside The Experimental Gameplay Sessions 2009

[We're almost done with Gamasutra's GDC 2009 live coverage now, of course, but we'll still crosspost the odd GSW-relevant piece. And the extremely popular Experimental Gameplay Sessions is one, of course - thanks to Mathew Kumar for the excellent write-up.]

“This is the eighth year in a row we’ve been doing this,” opened moderator Jonathan Blow (Braid), introducing the Experimental Gameplay Sessions at Game Developers Conference 2009, before claiming that this was the “most interesting year yet.”

The reason? A “drastic, discontinuous change” had occurred in the games industry in recent years -- an explosion of creativity that had led to “the most consistent collection of designs that push the boundaries in the most interesting and thoughtful ways.” After briefly introducing each, he allowed the designers to speak for themselves.

The Unfinished Swan - Ian Dallas (Giant Sparrow)

Though Dallas has been working on The Unfinished Swan -- a first person title that made an impact late last year with an online video showing its central gameplay mechanic of using black paint to navigate around an entirely white world -- he stated that it was “nowhere near done,” but that he at least now knows where he is going with it, using his time on stage to discuss his processes.

According to Dallas, game development is about offering the player experience that they have never had before, but while The Unfinished Swan did do that, after only a couple of minutes, the gimmick became flat. It was “too pure,” he contended, offering little more than the exploration of a space as a driver.

His challenge, he found, was in figuring out what kind of space existed, what kind of framework (or context) the game mechanic existed in, and what he could offer over and above throwing paint.

Structurally, Dallas knew he didn’t want to “create a puzzle game, an arbitrary series of challenges that tweak the mechanic,” but instead something “continually wonderful across 60-second increments.”

After wasting six months on dead ends, he found himself reading a childrens' book and, captivated by the “gentle relationship” between the reader and these books, he was inspired to create a title in which the player is a young boy chasing after a swan, inspired directly by the story of Alice in Wonderland.

Dallas admitted, though, that in fleshing out this story, he had to “cave in” on avoiding puzzle-based gameplay, showing us one example of an “Escher-like” space that formed an early puzzle in the game.

Shadow Physics - Steve Swink, Scott Anderson (Flashbang Studios)

In an amusing footnote to the previous session, Steve Swink showed a prototype that he had created that was astonishingly similar to The Unfinished Swan except with more of a spray-can aesthetic, revealing that after finishing the prototype, they discovered that The Unfinished Swan was in development independently. Swink moved on to display their project, Shadow Physics, which had a similarly unique take on the concept of in-game space.

The player takes the role of a shadow, therefore, a 2D character, cast upon a wall that exists in a 3D world. Other shadow objects, cast on the wall by 3D objects, could be moved, and in turn move the real world objects.

This had “really interesting ramifications,” with objects able to be hidden in the 2D space by hiding them behind objects in the 3D space; light sources moving around to warp and modify the shape of shadows, and the player character able to be made larger, smaller, or even create multiple player characters due to multiple light sources.

“Our game is taking a technology that has been developed to be subordinate to the characters, just casting their shadow,” said Swink, arguing that the effort required from technology seemed such a waste. “We’re reappropriating this technology and using it as part of our game design. It’s sort of ‘punk rock’.”

Miegakure - Marc ten Bosh

A puzzle platformer in four spacial dimensions -- where Marc ten Bosh took special care to note that time doesn’t count as the fourth -- Miegakure had to first be demonstrated to the audience in only three dimensions for the high-level concepts at work to start to make sense.

Bosh displayed a character living in a 2D plane within a 3D world, similar to Flashbang’s Shadow Physics, except in this case, the player could switch the plane across the X, Y and Z planes, allowing him to move across or around objects that he couldn’t move around (through 2D movement) on another plane.

So, in his 4D demonstration, the 4D space featured a character living in a 3D plane (able to move around and jump over things) that he could swap his dimension across. Initially mind-boggling, the audience began to grasp the concept more clearly as it was explained that the 4th dimension was simply another way to move between the other three dimensions, even when he added more complexity by allowing objects in the fourth dimension to cast shadows in other dimensions!

“I could actually do five dimensions,” said Bosh, “I’m a programmer, so to me, I know locations are just a list of numbers.”

Spy Party - Chris Hecker

Chris Hecker’s project was inspired by the simple fact that “spies are cool”, particularly early Bond-esque spies who have the ability to “hide in plain sight.”

Hecker’s design in turn was inspired by the Turing Test, and the difficulty in which a computer has in fooling the user it is human when asked to do natural language processing. But what if, Hecker considered, you only allowed the player a “simpler, more responsive” form of interaction with the computer? Could he be fooled?

The perfect setting, Hecker decided, would be a cocktail party, where a variety of people interact in an already very stylized way and the social rules are an already tight subset. So Hecker’s prototype asks one player to take the role of a spy attempting to complete missions at a party filled with other AI characters, while an opposing player observes the party (as a “sniper”) and must attempt to observe the player enough that they can work out who it is and kill them before they complete their missions.

In Hecker’s current, “very early” prototype, the gameplay was formed around “tells” -- observable, if subtle, occurrences such as a brief look to the left when stealing a book rather than returning it to a shelf -- but he hoped that, in time it would evolve to become a game about observing subtle differences in behaviour.

Moon Stories - Daniel Benmergui

Daniel Benmergui opened by showing his trilogy of work I Wish I Were the Moon, Trials and Storyteller.

I Wish I Were the Moon used a “snapshot” mechanic to move characters so they would interact with each other in a scene, as did Trials (with more of a puzzle-orientated design), whereas Storyteller relied more on moving characters around to modify the story across three scenes simultaneously.

Storyteller in particular featured some interesting bugs or, more accurately, accidental features -- the ability to make a tombstone fall in love, or another, described by a comment on Kongregate Benmergui showed, as “HA HA GAY GUYS.”

This idea of changing scenes to modify a timeline intrigued Benmergui, so he began to prototype, creating a game based on Super Maro Bros. where you would choose where Mario would jump in the timeline and that would affect his future possibilities, a game in which you would “play together with fate,” (fate wishing for you to “win”).

If you tried to jump into a block to die, fate would move it. If there was a block fate could not move, it would attempt to move other blocks to stop you hitting it. If fate couldn’t stop you committing suicide, it would create a parallel state where fate would “give up” on keeping you alive.

However, this remained a prototype concept (despite its potential) and so Benmergui closed by demonstrating his next game, Today I Die. The title allowed the player to change the words of a poem -- “dead world, full of shades, today I die” to change the world of the game, and in turn change the world to find new words.

Flower - Jenova Chen, Nick Clark (That Game Company)

“If you played Flow, you may think of Flower as ‘adding 3D movement, but removing AI’ so wonder ‘what the heck have they been doing for the last two years?’” said Jenova Chen, explaining that this session would cover exactly why.

“We start from the experience that we want to deliver, then work out what we want the gameplay to be,” explained Chen. “Not very efficient, but it’s the way we do things. So, we wanted to create a game that offered a safe, free space ‘filled with love’. So we wondered how we could create gameplay that would generate those feelings?”

Chen revealed that they used Microsoft’s XNA for their rapid prototyping stage -- “at the Sony office, too,” he quipped -- as they quickly worked their way through different designs, including a procedurally generated flower growing sim before they set upon the idea of flying through a field of grass.

“But who are you?” Chen considered. “Our first attempt was to create the player as the consciousness of the space, but that was very ‘out-there’.”

After discarding that, they tried the role of a seed travelling on the wind, before deciding it felt “too much like a golf game,” turning the terrain into a goal rather than a backdrop and frustrating the player when they didn’t hit key areas.

Next they tried a swarm of petals, collecting more petals by flying into flowers. “We liked this prototype because...” said Nick Clark, being cut off by Chen joking that it was “just like Flow
.”

“We presented this to Sony, saying ‘this is just like Flow, but cooler,” continued Chen, but he noted that they quibbled over the lack of depth and challenge.

Further prototyping led them to a survival challenge with spells, a time limit, the ability to boost and deadly areas that led to the loss of petals, and another prototype that required players to deposit petals into orbs to unlock checkpoints.

But “sometimes cool mechanics go against your goals,” said Chen. In their attempts to make something classically fun (hard and challenging), they found it went against their original plans to create something peaceful. “Graphics and music evoke different feelings, so gameplay should be able to do the same thing,” concluded Chen. “Game developers need to think of other kinds of experiences other than just ones which are ‘the most fun.’”

Achron - Chris Hazard, Mike Resnick (Hazardous Software)

“Imagine an RTS where you can send your units back in time to destroy your opponent's units before he’s even built them,” opened Chris Hazard, thoroughly confusing everyone in the audience, a confusion that never quite seemed to lift.

A complex RTS which features a “timeline” across which players can leap across, the game worked as a “race to the past” by players who understood it. Hazard found it easiest to describe the gameplay through tales of previous plays, such as a battle over a mining base that he won only to find his opponent going forward in time, researching nuclear technology, sending that technology back in time to before the mining base battle and nuking the area—only for Hazard to go back in time, avoid sending his men to the location, and watch his enemy nuke his own troops!

The game features multiple aspects of time travel -- such as paradoxes and the requirement to send units either backwards or forwards in time to maintain causality; with characters even able to fight along side multiple future or past versions of itself -- under the knowledge that any damage their past versions receive they also do.

Closure - Tyler Glail

Borne out of Tyler Glail’s frustrations with “dark levels” -- levels where you can’t see anything but are asked to navigate through them -- Closure is a 2D “dark level” platformer where anything in the darkness does not exist. The player carries a light and can use other lights to illuminate the playfield, but a lack of light is important to players, as it allows them to jump over or through walls or obstacles that, illuminated, would cause a problem.

“I wanted to make a game that defies expectation,” explained Glail. “I wanted to play on the player’s prior knowledge of dark levels. Our brains fill in the blanks about where the walls should exist, but in this game they don’t.”

Where is My Heart - Bernhard Schulenburg

A difficult to explain single-level prototype, Bernhard Schulenburg’s Where is My Heart was a fairly classic character-switching 2D platformer, featuring three characters attempting to make their way to a “heart tree.”

“The world is not displayed coherently,” Shulenburg informed the audience. “That’s on purpose. It’s a comic panel effect -- you could say a representation of the idea these characters are lost in the world.”

Rom Check Fail (Farbs)

The WarioWare-esque retro game-themed Rom Check Fail has been described as a “desconstructivist concept mashup,” according to Farbs, “but in my head, it’s something much nerdier -- it’s an experiment in gameplay variation.”

“Gameplay” is generally considered the interactions you ask the player to perform and what they perform them with, so for example creating a character that can shoot and then giving them a variety of monsters to shoot. If you create one player character and 14 monsters to shoot, you have 14 gameplay variations, but if you use all 14 monsters as playable characters too, you end up with 49 gameplay variants -- “over four times as much game,” laughed Farbs.

Of course, this amount of variation had an effect on the variance -- Rom Check Fail has a “high level” of variance as each round both the player character and the enemy could be different.

“When you change what the player is doing, they have to re-learn what they’re doing, and when you prepare to chance what the player is doing, there’s also an anticipation. Both of these things have an important role in pacing,” concluded Farbs. “When you’re thinking about pacing, don’t just think about changing the speed and don’t ever just make your game harder. Think about what the player is doing, and how you are changing that.”

Extreme Consequences (Derek Yu)

Derek Yu’s closing session was an exploration of roguelikes—procedurally generated dungeon exploration games. “The most exciting things about these games is that each time you play them they are different,” explained Yu, but he found it disappointing that so many roguelikes somehow offer similar experiences, relying on traditional fantasy settings and turn-based, top-down gameplay.

“The things I really like about roguelikes is their random level generation and that when you die you are dead and can’t continue. Even though I’m a huge fantasy nerd, D&D doesn’t really have very much to do with either of these things.”

When working on his own roguelike, Yu considered other genres, and thought about his own feeling that platform game design is entirely arbitrary—“why place that platform there?”—and that you would find yourself playing the same levels over and over again.

So Spelunky was his attempt to create a roguelike platformer. “My model for making this game is that death is fun! Players are not condition to think that way—after all, death is a bad thing for most living things—but the random generation means that you don’t have to play the same thing over and over again.”

Yu concluded, “there are lot of things you can do with roguelikes rather than make a typical dungeon crawl.”



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