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February 5, 2011

GamerBytes' Digital Reflections: Twisted Pixel, Radiangames, Zen, Ska Studios

GameSetWatch sister site GamerBytes.com, which covers console digital download titles, recently conducted interviews with a handful of the industry's most eclectic independent studios, including Twisted Pixel, Radiangames, Ska Studios, and Zen Studios.

These developers have found success in independent development in a variety of ways, from trying new and unusual approaches to classic genres, to blazing trails on emerging platforms.

As part of a series of interviews with developers from across the gaming landscape, GamerBytes spoke with these independent studios about their best and worst experiences while developing their most recent titles, and what lessons the teams will bring into 2011.

The following are excerpts from the interviews with the three independent studios, where the teams discuss their respective projects and their future plans.

Twisted Pixel

Best known for creating quirky titles like 'Splosion Man and Comic Jumper, Twisted Pixel has built a reputation for releasing unusual and quality titles with a distinct, self-aware sense of humor. In this interview, Twisted Pixel's Michael Wilford discusses Comic Jumper's production values and accessibility, as well as what the studio hopes to accomplish with its future projects.

What were you most happy with during the development of your games?

Michael Wilford: We released Comic Jumper in 2010, and we tried something new that we hadn't really done before, which was to bring in writers and professional voice actors to tell a bigger story and hopefully add some spoken comedy. Going into it, we were worried about how it would all come together, but without a doubt I have to say that it's what I am most happy with.

The writers Matt Entin and Ed Kuehnel were fantastic, and the actors went above and beyond to make a downloadable title sound better than a lot of big budget triple-A retail projects. I'm super proud of the game and still laugh when I play it.

What were you least happy with, in retrospect?

MF: With all the audio and writing and the four distinct comic book art styles, we always knew Comic Jumper was going to be a big game, but it ended up being even bigger than we anticipated, so the project took longer to finish than we had hoped.

Also, we set out to make the game play like Gunstar Heroes, but we could have done a better job at making it more accessible to players that don't know what Gunstar Heroes is and how it's different from a lot of shooters today.

What is the biggest lesson you're going to apply to the next game you make?

MF: I want to find a way to make our games something that people can keep coming back to in order to find something new.

Radiangames

Radiangames has come to the Xbox Live Indie Games scene with a blaze of glory. Releasing a game per month since June, Luke Schneider has shows a lot of developers how to bring together gameplay, graphics and sound into one coherent series. Here, Luke discusses his dealings with XNA, and what he plans to work on in the future.

What were you most happy with during the development of your games?

Luke Schneider: I was most happy about being able to create six quality games in such a short time frame. While I didn't hit game-a-month pace until later in the year, I'm happy with how each game turned out and that the response has been very positive overall.

With the seventh and final monthly game (Ballistic) coming out in late January, I think I've accomplished something with this series that's never been done before.

What were you least happy with, in retrospect?

LS: The only thing that really bothers me is having to switch away from XNA and XBLIG in order to make more money so I can keep doing independent development. I really enjoy using XNA and would like to keep doing so and expand into other genres, but the games aren't selling well enough to keep me afloat.

I can't blame anyone but myself though, because I've been too focused on making the games I wanted to make for XBLIG instead of adapting better to what has worked well. Instead of doing very focused arcade-style games for one dollar, I probably should have made somewhat deeper games (like Inferno) with more personality and sold them at three or five dollars.

In terms of my games, I realized too late that the original Crossfire should have had difficulty levels. I added gameplay modifiers to make the game more accessible in an update, but that was too late for most people and not the best solution.

What is the biggest lesson you're going to apply to the next game you make?

LS: Super Crossfire will be coming to lots of platforms with the best parts or Crossfire 1 and 2 all rolled into one, then spiced up with some extra content and polish. I expect it to come to PC and Mac first, with iPhone/iPad versions a little later. I'm very curious to see how the game does on other platforms compared to XBLIG.

As for what I do after Super Crossfire, I'll definitely be going for homeruns from now on instead of a bunch of singles. The monthly games are a bit exhausting to create, and I want to make sure I put out a couple games that really show off what I'm capable of before I have to get a real job again.

I'm hoping Microsoft does something drastic like adding Achievements to XBLIG so that the platform can make money for more people, but it seems unlikely to happen. That's not to say some developers don't make nice money on XBLIG, just that very few people do.

Ska Studios

Ska Studios has tackled multiple fronts on Xbox Live, with The Dishwasher: Dead Samurai on XBLA and ZP2KX - Zombies and Pterodactyls 20XX for XBLIG in 2010. The team is currently working on a follow-up to The Dishwasher, as well as Charlie Murder, which is set for a 2012 release. In this interview, James Silva talks about his experiences in 2010 as he adds new members to his previously one-man operation.

What were you most happy with during the development of your games?

James Silva: 2010 was our first experience of teamwork actually; I brought Dustin on to help get us set up for PAX East 2010, but we ended up being able to put him to work in the mapmaking department as well. He’s made most of the maps in ZP2KX, our XBLIG contribution for 2010.

Speaking of XBLIG in 2010, it again gave us a nice outlet for side projects; while we’re tooling away on The Dishwasher: Vampire Smile obscure bug fixes, it’s great to be able to blow off some steam with a small scale side project where you can really just go nuts creatively.

Of course, the main project we’ve been working on in 2010 is The Dishwasher: Vampire Smile, which is in its final stages of development. Like the first game, I’ve stuck with the “I’m doing all the graphics and coding, so I get to do what I want” development methodology, which definitely lends itself to some interesting emergent gameplay.

What were you least happy with, in retrospect?

JS: I still wish I had more copies of myself.

Also, I made some comments about “honor” in game development, where I suggested we should aspire to make games first to make good games, second (if at all) to make money. I ended up taking a little bit of backlash flak over that between the developers I cited as my example of “dishonorable” development and an article that painted those of us in the “make good games” camp as elitists.

What is the biggest lesson you're going to apply to the next game you make?

JS: Make better editors! I’ve discovered that by building more robust, flexible editors, not only does the created content reflect it, but I can actually start expanding this beyond a one human operation.

Zen Studios

Zen Studios has been working on both XBLA and PSN for years, with releases such as Pinball FX, Rocky & Bullwinkle, and The Punisher to name a few, but it has also released a bunch of new titles in 2010, including Pinball FX 2 for XBLA, Planet Minigolf for PSN, and Marvel Pinball for both parties. Here, managing director Zsolt Kigyossy discusses cross platform development, and what's in store next for the Hungarian Studio.

What were you most happy with during the development of your games?

Zsolt Kigyossy: This past year we saw a huge shift across the industry to bring deeper levels of social connectivity between gamers. We were right in the middle of that trend, and for us, the implementation of some great community features such as in game score notifications, Wizard Score & Team Force in Pinball FX2 and Marvel Pinball turned out to be great!

Players have really responded to the competitive modes we have included. There are now thousands of requests in at Microsoft and Sony for friends lists to be expanded from 100!

Those games are probably the best ones we have ever created – our enthusiasm about pinball hopefully shined through – and bringing in new features to such a classic genre in an innovative way makes us really proud. We strive to preserve the history of pinball but also try to keep it fresh so it excites the next generation of players.

What were you least happy with, in retrospect?

ZK: We loved working on Planet Minigolf, but the game turned out to be too challenging for our players. There is a very thin line between challenging and frustrating, and we should have made the game more forgiving.

The learning curve before players can really start to enjoy the game is a bit too long; we need to address this as soon as we can. We think the implementation of the PlayStation Move controls adds a greater dimension of playability to the game and hopefully gamers will give that a shot.

What is the biggest lesson you're going to apply to the next game you make?

ZK: We must lay more weight to prototyping a new idea at the very start of initial development – that is, a fun prototype! Only after this will we start investing in full scale production. The cost to develop downloadable is quickly increasing since players are more demanding higher quality; but the most important element is the fun gameplay!

This was really a banner year for digital titles – Limbo, Super Meat Boy, Bit.Trip.Beat, Joe Danger – I could go on and on. One thing is clear, the bar has been raised and the experience expectation at the 10 to 15 dollar price point is much higher than it was a year ago.

Best Of Indie Games: Dash and Smash

[Every week, IndieGames.com: The Weblog co-editor Tim W. will be summing up some of the top free-to-download and commercial indie games from the last seven days 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 zombie annihilation game, a Global Game Jam submission featuring an invisible protagonist, a 2D platformer that doesn't allow you to control the main character directly, and a freeware arcade game with exploding fishes and scuba diving robots.

Here's the highlights from the last seven days:

Game Pick: 'Atom Zombie Smasher' (Blendo Games, commercial indie)
"It's zombie outbreak time, and you're the guy who has to get the civilians out and eradicate the threat. Campaigns in Atom Zombie Smasher are procedurally-generated, you can play co-op with up to three other friends, and there's a nuke button."

Game Pick: 'The Sun Always Lies' (TSAL Team, freeware)
"The Sun Always Lies is a short but sweet 2D platformer about an invisible character who must reach the flower in every level for some inexplicable and unexplained reason known only to the developers of the game. Every stage is divided into two parts: if it rains, you'll be able to guess your location by observing the raindrops, and splashing puddles will reveal where the main character is standing when the sun is up and shining."

Game Pick: 'Dash-Da-Dash DX' (Renard Queenston, freeware)
"In Dash-Da-Dash DX you control the hero ship by clicking anywhere in the playing area, making it dash towards your waypoint. The basic idea is to survive while collecting gems along the way. Thing is, you probably won't survive very long, as there's a giant monster at the top of the screen who is constantly spurting out bullets."

Game Pick: 'Come On Rabbit' (kero and satokivi, freeware)
"Come On Rabbit is a 2D platformer with an interesting gimmick - you don't control the titular protagonist directly, but you can point at the next platform that the bunny should jump to with his little feathered friend. Left-clicking calls the energetic rabbit over, but do watch out for the bats because you'll lose a life if you collide with these nocturnal creatures."

Game Pick: 'Katuo Bomb' (Katuo Bomb, freeware)
"Katuo Bomb is a freeware arcade game from Ikiki in which you play as a diver out at sea looking for underwater robots to destroy. You do this by grabbing hold of a fish and guiding them towards a robot, causing both of them to collide and explode into tiny bits of fish meat and metal plates."

February 4, 2011

Sword of Fargoal Legends Now Out For Mac

Mac-owning roguelike fans are living the life right now! Last night, QFC Design finally ported IGF award nominated Desktop Dungeons to OS X, and now Fargoal has released Sword of Fargoal Legends, its iOS remake of Jeff McCord's classic Commodore 64 game, on the Mac App Store!

In this old-school adventure, players explore a randomly generated dungeon (20+ dungeon levels, 100 unique dungeon maps per game), fight 28 different monsters (each with different abilities, weapons, and spells), avoid traps, while trying to retrieve the Sword of Fargoal. 

The game features original music by Daniel Pemberton, animations by Emmy-winning animator Charlie Canfield, the ability to zoom in and out to see the entire dungeon or close-ups of the action, themed maps, episodic adventures, and eventually in-app purchases (e.g. original C64 version tiles).

You can buy Sword of Fargoal Legends on your Mac for $4.99 or your iPad for $2.99. Sword of Fargoal is also available on your iPhone/iPod Touch for $2.99.

GDC 2011 Reveals Full Game Career Seminar Lineup

GDC 2011 organizers have revealed the complete Game Career Seminar lineup, spanning Schell Games' Jesse Schell, Epic's Cliff Bleszinski and notable Xbox Live Indie Games creators at the one-day student event this March.

This special one-day program -- taking place on Friday, March 4 during Game Developers Conference 2011 at the Moscone Center in San Francisco -- offers a series of talks and presentations to help students and prospective developers make their way into the industry.

Attendees, who are eligible for special reduced-price passes if they are students, will get the opportunity to view lectures, network with industry professionals, meet with HR representatives from a number of leading game companies and gain insight from industry experts.

A number of talks are featured on the Seminar's homepage and the Game Career Seminar section of GDC's Schedule Builder. Highlights include the following:

- In 'From Student to Start Up: Case Studies,' Schell Games' Jesse Schell provides an in-depth look at student projects that successfully made a name for themselves in the industry.

From Portal to Fl0w, Schell will provide examples of how to best make the transition from school to professional development, as well as note some examples of how the process can go awry.

- In the a panel on Xbox Live Indie Games, industry professionals and independent develops will discuss pricing, visibility, and other methods to help ensure success on the console-based indie platform. With Game Developer magazine's Brandon Sheffield moderating, panelists include representatives from Mommy's Best Games (Weapon Of Choice), MagicalTimeBean (Soulcaster), Ska Studios (I MAED A GAM3 W1TH Z0MB1ES 1NIT!!!1), and Zeboyd Games (Breath Of Death VII).

- The 'Killer Portfolio or Portfolio Killer' panel, which is broken into 'Advice from Industry Artists' and 'Portfolio Review' sections, will see artists from Firaxis, Blizzard, Valve, Epic, and Irrational Games discussing what it takes to make an artist's portfolio stand out from the crowd. The speakers will examine common mistakes, and attendees can sign up for one-on-one portfolio review sessions with each of the panelists.

- Finally, 'Breaking into AAA Game development: Ask the Pros' brings a number of the industry's biggest creative names together to discuss what major studios look for when hiring new talent.

Speakers including LucasArts' Clint Hocking, Microsoft's Chris Charla, Zynga's Brian Reynolds, Thatgamecompany's Robin Hunicke and Epic Games' Cliff Bleszinski will share their insight and advice for breaking in to the industry's biggest studios.

Others sessions within the Game Career Seminar include a talk from WB Games' Christopher Allen on networking tips, and a lecture by Fire Hose Games' Jeff Ward on how to best transition from college to the game industry.

In addition to these sessions, Student Pass attendees can visit the Career Pavilion on Friday, a job fair that will feature representatives from over 40 companies, including Ubisoft, Naughty Dog, Crytek, Zenimax Media and more.

The Game Career Seminar will take place during the Game Developers Conference 2011, which will be held February 28 to March 4 at the Moscone Center in San Francisco. For more information on the Game Career Seminar, which is open to all GDC attendees, including Student Pass holders, please visit the official GDC website.

Custom Babycastles Arcade Cabinets For Sale

If you attended the Heavenly Symphony show where they debuted or visited Babycastles' Manhattan location any time since then, you might have seen two especially awesome custom cabinets installed at the indie games. Now here's your chance to own them!

The two machines -- one designed by Hilari Florido and inspired by '80s shoujo manga, and the other decorated by Dave Mauro and inspired by '80s beat'em up side-scrollers/Manhattan -- are now for sale to anyone who's willing to part with $1,200 (each!) for them.

Heavenly Symphony co-curator and GSW contributor Matthew Hawkins has put up more details and photos of the machines on his site, calling them "centerpieces from a watershed moment in New York City’s game-oriented history".

You can check out a couple shots of them and descriptions after the break, too:

“Babycastles no Fukushuu: Manhattan Fury” by David Mauro


"The style for this cabinet was inspired by a mixture of the popular video game genres of the beat ‘em up side-scroller (think Double Dragon, 1987) and horror platformers (Ghosts and Goblins, 1985). I tried to capture the ominous looming from the horror games and the urban dystopia often popular in beat ‘em ups. The Manhattan setting is in honor of Babycastles having a temporary space in Manhattan, instead of its usual Queens setting. The title, which literally translates to “Babycastles’ Revenge”, grew out of that Manhattan setting as I imagined a sequel to a game in which the players square off against an evil Dr. Babycastles. This time he’s out for Revenge and he’ll destroy all of Manhattan if the players don’t stop him.

As an arcade cabinet owner, and an avid player of video games and watcher of films, I love exploring these recurring themes and how they pervade through various mediums and end up portrayed in places as unlikely as the side of an arcade cabinet."


“Codependent No Moe” by Hilary Florido


"This cabinet is a refection on the depiction of women in the Japanese shoujo manga (comics aimed at girls) of the 70’s and 80’s and the current trend of the of women shown in Japanese comics today. The prior of these focused on the an almost hyper sense of the lovely and feminine, while many of today’s women characters epitomize naive preadolescence figure. Moe, a popular slang word in Japanese, characterizes this current focus on young girl characters in comics and anime that and helplessly sweet and elicit the need to be protected.

As a comic creator, manga reader, and woman, I often find myself at odds with these depictions. I am attracted to the intricate beauty in the detailed illustrations of the ’70’s and 80’s comics and charmed with sugary sweetness of the characters of today. However, I also long for these female characters to have more agency and to be more proactive.

In painting this cabinet, I sought to approach this issue by employing my own take on the traditional shoujo illustration style of the 70’s and 80’s, while giving each character a piece of empowering/self help reading material both as an act of irony and a hope for future change."

Round-Up: Gamasutra Network Jobs, Week Of February 4

In a busy week for new job postings, Gamasutra's jobs board plays host to roles across the world and in every major discipline, including opportunities at Bethesda Softworks, LOLapps, Insomniac Games, 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 this week include:

- Bethesda Softworks: PR Manager:
"The PR manger will create and drive programs which generate positive editorial coverage for the group’s business activities, initiatives and policies through multiple communication vehicles including: media relations, conferences and events. The PR manger’s responsibilities will include development of press releases, web site content, interviews, story pitch and placement, media relations, community management, press tours, and game conventions."

- LOLapps: Lead Game Designer:
"LOLapps, a high profile social game company who is pushing the boundaries of web based social games is looking for a top lead game designer with proven game experience shipping multiple hit titles. We are looking for some who is excited about iterating quickly and deploying our games to millions of users within a short span of time."

- Digital Extremes: Gameplay/AI Programmer:
"Located in the heart of South-Western Ontario, Digital Extremes is dedicated to making AAA quality, successful games, with the best and brightest talent available. Digital Extremes prides itself on providing a warm, inviting, creative work environment for its team and has been named as one of 'Canada's Top 100 Employers'. Competitive salaries, profit sharing, stock options, retirement matching, ample vacation and free daily homemade lunches are just a few of the many perks our employees enjoy."

- Insomniac Games: Engine Programmer:
"Insomniac Games is an independent videogame developer with award-winning hits for the PS, PS2 and PS3. We created the first three Spyro the Dragon games, and the Ratchet and Clank franchise. We are also the team behind Resistance: Fall of Man, Resistance 2, and Ratchet and Clank Future: A Crack in Time! If that's not enough, we've also have been named one of the Best Small Companies to work for! Come check us out!"

- Havok: Software Engineer:
"Havok prides ourselves on delivering the most highly regarded middleware software solutions to the best known companies in gaming and special effects. We are looking for a highly motivated, independent, engineer with a passion for gaming tools and technology. This is a unique opportunity to work with the best in the video game industry helping to shape the development of the next generation of games. Havok has software engineering positions in Dublin, IE; Munich, DE; Copenhagen, DK; as well as developer support engineer in SF, CA; Dublin; IE and Tokyo; JP."

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.

Road To The IGF: Monobanda's Bohm

[As part of a series of "Road to the IGF" interviews with 2011 IGF finalists, Gamasutra speaks with the team at Monobanda about Bohm, a Nuovo Award-nominated "poetic experience" centered around a procedurally-generated tree.]

Described by its developer as a game "you want to play before you go to bed," Monobanda's Bohm ignores competitive themes and win/loss scenarios in order to evoke a more abstract, poetic experience.

With no clear goals or gameplay explanation in Bohm, players control the growth of a tree in real time while the virtual plant and accompanying music evolve according to the player's actions.

The game is up for a 2011 Independent Game Festival Nuovo Award, which recognizes more esoteric "art game" titles. Monobanda's young five-person team is made up of Sjoerd Wennekes, Mathijs Konings, Liselore Goedhart, Simon van der Linden and Niki Smit.

Here, The Netherlands-based team at Monobanda tells Gamasutra about the creation of Bohm, and how the game spawned from a lunchtime joke.

What background do you have making games?

All five of us at Monobanda graduated with a degree in Design for Virtual Theatre and Games at the Utrecht School of the Arts. This course trained us in looking at game design from different perspectives.

We were educated in things like traditional storytelling, theatre, play, performances, social interaction, etc. After our graduation we wanted to continue our findings and experiences and start our own creative company.

At Monobanda we make games that combine interactive, digital elements with the real world. Pervasive gaming, augmented reality, that kind of stuff. Bohm is currently our only game that does not feature a crossover to the real world. It's our first foray into "real" games (i.e. screen and joypad) and we liked the process a lot.

What development tools did you use?

We collaborated with Cannibal Game studios, based in Delft. They produced a custom-made engine for us, called the Cannibal Engine, which runs on a PC. They enabled us to work with this engine without having to delve into the code too deeply ourselves.

How long has your team been working on the game?

We have been working on and off on Bohm for roughly one-and-a-half years. However, this wasn't full time. It was our passion project on the side and we worked on it in between other projects.

How did you come up with the concept for Bohm?

The five of us we're joking around at lunch, talking about fun concepts for games. Someone suggested a game about reincarnation -- a game that puts you in a different animal every time you die. We talked about how interesting it would be to jump from animal to animal, finding out how to control it as you go along.

Then came the inevitable joke: "Wouldn't it be funny if you suddenly came back as a tree? So your jump button doesn't work anymore, you can't seem to move with the 3D stick and you slowly realize you're essentially stuck."

When that idea came up we just stopped, and thought about it. Making a game that appears to have no interaction, but then letting the player slowly discover that they can take control is actually a very interesting concept. Coupled with our long kept desire to make slow and dreamlike experiences, and our love for the often overlooked beauty in nature, it all just clicked together.

Within five minutes, a simple joke turned into a fully fledged concept we knew we just had to make.

Would you like to see more games that focus more on creation rather than win/loss scenarios?

It's nice to see so many different experiments happen. Not only in the indie games scene, but also with some of the big blockbusters like LittleBigPlanet.

I don't necessarily think more games should focus on creation, but I do think it's good to move away from competitive scenarios more often. Because when you think about it, competition is the tried and tested motivator to play. So if you take that away, designers are forced to come up with new, different ways to motivate and compel a player. And we are very excited and curious about what all those brilliant game-designers out there will come up with.

You say the game is meant to be a "poetic experience." What do you mean by that?

One of my biggest overall inspirations is the work of Russian director Andrei Tarkovsky. He made movies that were deliberately slow. Very slow. But he made them in a way that gave the audience space to drift off into their own associations.

Tarkovsky compared his way of filming to a Japanese poem, a haiku. The poem is divided into three minimal sentences, which describe a simple scene. But when you read the haiku, the most beautiful thing happens. Your own imagination kicks in, and you will associate and make it bigger than just those three sentences.

A poem reserves space between its sentences for imagination. Which is a very respectful way to treat your audience.

We wanted to adapt this way of thinking to game design. We tried, like a haiku, to condense the bare minimals into a working package, and create as much room as possible to drift away around that. Following this dogma, energy bars, blinking parts, tutorials and even title screens had to go. Who needs them?

So poetic, in this case, means trying to create a very open ended experience that aims to give its audience space.

What was the inspiration behind the game's art style?

The art style was an ongoing experiment and battle against frame rate drops. But we wanted to create a scene that felt soothing and zen-like. We were inspired by the look of Polaroid pictures, depth of field, macro views, saturated colors and the play of light. Other inspirations were artists like Hayao Miyazaki and Roger Dean and Japanese ukiyo-e artists Hokusai and Hiroshige.

Have you played any of the other IGF finalists? Any games you've particularly enjoyed?

We all played Super Crate Box and Dinner Date, created by our fellow Dutch game designers. We also enjoyed playing Minecraft, Cave Story and Bit.Trip Runner.

What do you think of the current state of the indie scene?

Well, there's no denying it's booming. And of course that's a good and healthy reaction to the big, monolithic mainstream industry.

But I would like to see even more experimentation. I love a good retro style game, but there's so much more to discover in terms of gameplay than making another side-scrolling platformer with a twist (in spite of their brilliance!)

This is in no way critique, as I absolutely love all those games (e.g. looking forward to Fez!). I just wish entertainment wasn't always the main goal of a game. Surely there are other experiences out there to surprise us.

[Previous 2011 'Road To The IGF' interviews have covered Markus Persson's Minecraft, The Copenhagen Game Collective's B.U.T.T.O.N., Alexander Bruce's Hazard: The Journey of Life, Nicolai Troshinsky's Loop Raccord, Chris Hecker's Spy Party and Frictional Games' Amnesia.]

AI War Dev Announces Procedurally Generated, Post Apocalyptic Action-Adventure Game

Arcen Games, the independent developer behind well-received strategy game AI War: Fleet Command, have announced a very different game for its next Windows/Mac project: A Valley Without Wind, a "procedurally-generated action-adventure game that focuses on exploration and survival in a continuously expanding world".

The game is set in a post-ice-age world in the distant future, and players take on the role of a survivor scavenging, crafting, forming settlements, building shelters, and fighting enemies in that harsh environment. They'll be able to help other survivors to gain their help, or kill everyone in sight if they prefer (which will naturally have consequences).

It also handles death in a unique way:

"While death for your characters is permanent, weapons, loot, levels and anything else you've earned while playing will always exist. If one character dies, the player simply assumes a new survivor and the world continues on from there. Not as if nothing happened, though.

Those who came in contact with the now-deceased will eventually catch word of their passing, and may share feelings on the departed, for better or worse. Current characters can even pay their respects by visiting the player's own personal graveyard which will contain each and every deceased character played."

Arcen expects to release a public alpha for A Valley Without Wind in March before sending out the full game later this year. It intends to accept pre-purchases, and give those who reserve a discount, immediate access to the alpha, and tools for creating custom content (allowing them to create/submit content that may be added to the final release).

Pre-alpha footage for A Valley Without Wind:

Pre-alpha screenshots for A Valley Without Wind:

Baby Maker Extreme 2 Launches Onto XBLIG

Indie developer Stegersaurus Games just announced the release of Baby Maker Extreme 2, its sequel to popular "birthing simulation"/baby launcher on Xbox Live Indie Games last year -- apparently the original saw 800,000 downloads and 120,000 purchases!

This follow-up features a brand new graphics engine, new places to explore, new items to crash into, new outfits, and "super power babies" that offer new ways to control the infants flying across stages. Yeah, we're playing/looking at a lot of odd games this morning...

The concept for Baby Maker Extreme 2, which doesn't actually involve the baby making act, hasn't changed: try to send your bouncing baby as far across the 2D stage as possible, knocking into different objects and people for extra points/messages.

You can buy Baby Maker Extreme 2 for just 80 points (or grab a free demo) now.

Race As A Semi-Naked Man-Car In Hot Throttle

Jonatan "Cactus" Söderström and Mark "Doomlaser" Johns have collaborated to released Hot Throttle, very bizarre but still very entertaining racer over at Adult Swim Flash gaming portal.

Unlike typical racing games, in which you drive a car or some other kind of vehicle, Hot Throttle has you playing as a sweaty pink man who is wearing nothing except for purple underwear and  thinks he is a car.

It takes a while to figure out what's going on (move with the arrow-keys, pick-up garbage bags for power-ups, then hit x to use those power-ups) and even longer to master the layout of the different courses so you don't get lost.

It's all worth it for the strange and usually NSFW cutscenes! Oh, and the sound effects your guy makes while pretending to be a car are hilarious, too. You almost don't mind that you're in last place every time!

[Via IndieGames.com]

This Week In Video Game Criticism: Hidden Morality And Self-Imposed Permadeath

[This week, our partnership with game criticism site Critical Distance brings us a fresh roundup of links compiled by Ben Abraham, on topics including subtle morality systems, self-imposed permanent death systems and games as art.]

One of the more interesting pieces I read this week was from Paul Mason at the BBC’s Idle Scrawl blog (courtesy RPS’ Sunday Papers) who finds strategy videogame Heats of Iron III provides a refutation of revisionist scenarios surrounding the outbreak and direction of World War II.

While we’re visiting the big news outlets, The Atlantic has a piece by Alexis Madrigal on ‘The Geopolitics of Where in the World is Carmen Sandiego?’ looking at, well, just that. Interestingly, he notes that, “as far as I can tell, not a single academic paper has been written about the boom in edutainment games in the 1980s and 1990s. Not one!

Michael Abbott at The Brainy Gamer blog wrote this week about Metro 2033 and its understated morality system, comparing the near-invisible system to a baseball pitcher with a wickedly disguised cutter.

Courtney Stanton at KirbyBits continues her "Here is a Game" series with a look at Deadly Premonition. And while we’re on the subject, JP Grant has finished expounding on his SEVEN blog-post-length reasons for choosing Deadly Premonition as his Game of the Year. check em all out here. They’re all remarkably critical.

In addition, Matthew Burns of the Magical Wasteland blog has gotten around to writing a response to last year’s second-most notorious “Games are not Art” piece by the N+1 editors (the first being, naturally, Roger Ebert) and Burns thinks they’ve been looking for art “In all the wrong places”. It’s a solid argument.

Good things seem to be coming in pairs this week as the misleadingly named Game Design Forum has also been thinking about the same subject. “Can videogames be art?” And at the Border House this week they’ve highlighted the words of Halo: Reach writer Tom Abernathy who, simply put, said that “We’re not serving half our audience,” specifically the female half.

Our own Denis Farr, also of the Vorpal Bunny Ranch blog, has been writing about characters from Half-Life 2 this week: first was Alex and Eli Vance, then came Dr Breen and G-Man’s turn.

This week David Banahan at Bitmob begins a piece by talking about his wife’s relationship with Fallout 3, and the ability to save/reload at will, and ends up meditating on what the game would be like without that ability. Funnily enough, I have a little bit of insight into what that would be like as well.

Speaking of permadeath, at Destructoid, blogger AwesomeExMachina is playing Fallout: New Vegas with self-imposed Permadeath as well as a raft of other self-imposed requirements. Food and water, it seemed, were the least of his worries, however, as it was the lack of HUD-based information that changed the game most significantly:

"Early on, I foolishly rounded a hilltop without caution and spotted what seemed like a lone wasteland savage, standing stoically in leather, spiked armor and touting an assault rifle. I took my advantage and opened fire on the target from the safety of my hilltop. He went down quick and I strolled up to search his cargo for some much needed supplies. It was only then I discovered the kindly wasteland merchant he was guarding cowered behind the burnt husk of an old car, previously obscured by a fallen billboard."

Jordan Magnuson, normally featured via his blog ‘Necessary Games’, has been busy ‘Game Trekking’ the past few weeks (months?). This seems to be about attempting to make games that reproduce something of the experience of trekking around the world. And at Edge Online, N’Gai Croal has written about ‘Drowning by Numbers, talking about that ubiquitous issue that seems less to afflict all digital consumers after a long enough time: having too many games/mp3s/files/fodlers/etc to handle. And on top of all that, how do we find things we don’t even know we like yet?

At the Spectacle Rock blog Joel Haddock has written about ‘The Experience’ of games, thinking about the importance of the physical environment we play our games in, as well as the people we share stories about those play experiences with.

The Buddhist Geeks podcast has a promisingly named episode out this week, with a discussion of “Gaming as Spiritual Practice” featuring Jane McGonigal. I haven’t had a chance to listen to it all yet, but I’ve heard great things! ANd over at The Escapist, the now regular ‘Extra Credits’ video series takes on “Amnesia and Story Structure” talking mostly about three-act structure.

At Groping the Elephant, Justin Keverne returns to his long running series of map-analysis meets walkthrough ‘Groping the Map’. In this, the fourth instalment looking at the tenth level from Thief 2, Keverne uses his intimate knowledge of the game to tell us things like this:

"What’s not visible from this rooftop is the doorway behind the servant, and the guard waiting in the room beyond. Exploration will provide an alternate means of entry into that very room, and this one encounter is an example of Thief level design in microcosm: the obvious route if rife with concealed dangers, exploration is power."

Three pieces here this week make an interesting trio! Eric at The Elder Game blog asserted first that, in a fight between ‘Classes vs. Open Skill Systems’ in an MMO, classes would win out for a bunch of very practical reasons. Then, an author at the Stylish Corpse blog saysMy first reaction was Noooooo! Do not say this! Do not want to hear it! Lalalala! But common sense generally recognises itself…”.

And lastly, Brian Green counters at the Psychochild blog: "One of the big frustrations in discussing game design is imprecise terminology. What is a “class”? In MtG, as Tesh refers to in a comment on Stylish Corpse, is “Blue” a “class”? Well, if we’re going to shoehorn that game into the MMO paradigm, then it would be. …But, is that distinction useful for discussion? Not really, because the term “class” has a lot of emotional baggage with it. By advocating classes Eric is obfuscating his message and potentially harming those immature designers he is trying to warn since they’ll see “classes” and make a whole host of default assumptions."

On to Paste Magazine where Kirk Hamilton has written one of the stronger pieces of the week, roaming across various big-ticket discussion topics that regularly get a play in critical circles.

Gus Mastrapa writing at Joystick Division says we ought to forget about the Citizen Kane of videogames, responding to Richard Clark’s expressed concerns at Gamasutra regarding the upcoming Bulletstorm. Instead, Mastrapa says he'd be " fine with a Starship Troopers of video games. Not a heady work of art, but a viciously satirical piece of trash."

And finally for the week, at The Last Metaphor blog the author discusses ‘Red Dead Redemption: misogyny as a male performance enhancer’ with a great run-on sentence of an opener: "Red Dead Redemption is a sexist video game that beds its “you know you want it” game play, its pervasive “hey what are you, stuck up?” artistic coercion and its penetrating thematic thrusts on the prone backs of women’s equality and respect. And what’s more, it’s a better game for it – once it leaves before morning."

February 3, 2011

Astroman Artist Releases Tiny Barbarian

StarQuail's Michael Stearns, who you might remember from Xbox Live Indie Games release <em>Astroman late last year, has put out another platformer called Tiny Barbarian, releasing it for free on PC. While he only worked on the (awesome) art for Astroman, Stearns programmed this project by himself in Game Maker.

The game follows "a love-struck barbarian [chasing] a mysterious woman who does not reciprocate his feelings", and is inspired by R.E.Howard's Conan the Barbarian short story "The Frost Giant's Daughter". Stearns says he was also inspired by another retro-style platformer, Alastair John Jack's Arvoesine.

You can download Tiny Barbarian for free here -- if you have trouble with the boss, make sure to check out the Counselor's Corner scan linked on that page!

Desktop Dungeons Now Available For Mac

If, like me, you're a fan of roguelikes and were disappointed that one of the genre's most interesting titles as of late, Desktop Dungeons, was available for only Windows PCs, sulk no more! QFC Design has finally brought the streamlined roguelike to Macs!

"Yup, after battling with [Game Maker] for OSX on and off, we’ve managed to reach a reasonably stable point," says QCF's Danny "Dislekcia" Day. "It’s basically the same version of the alpha that’s available for PC, but now you can play it on your Mac doohickeys!"

For those unfamiliar with Desktop Dungeons, which is a finalist for the Independent Games Festival's Seamus McNally Grand Prize and Excellence in Design Awards, here's a quick description:

"Desktop Dungeons is a ten-minute 'dungeon crawl' adventure that distills the roguelike genre to its most basic components, turning it into a single-screen puzzle adventure comparable to the likes of Oasis and Tower of the Sorcerer.

Using absolutely every resource at their disposal, players need to balance dungeon exploration and treasure looting against frequent combat and divine requests."

Grab it here!

[Via @Capy_Nathan]

Road To The IGF: Alexander Bruce's Hazard: The Journey Of Life

[In the latest in our "Road to the IGF" series of interviews with 2011 IGF finalists, Kris Graft speaks with Alexander Bruce about his 2011 IGF Nuovo Award nomination for Hazard: The Journey of Life.]

Known around game conferences for his charismatic presentations and a blinding pink suit, Alexander "Demruth" Bruce's enthusiasm for game development is particularly clear when he talks about his self-described "art game," Hazard: The Journey of Life.

The game is a finalist in the 2011 Independent Games Festival Nuovo Award category and powered by Epic Games' Unreal Engine 3. But players would be hard-pressed to recognize that this is the same engine used in mainstream games like Gears of War and Mass Effect.

There are no space marines, no aliens; just the player, a multipurpose "gun" and challenging puzzles that Bruce uses to convey philosophical ideas. Hazard's unique art style values simplicity and stark color contrasts over the hyper-detailed realism that the engine is capable of producing.

A regular in video game competitions, Bruce's game has already won accolades at contests including Epic's Make Something Unreal contest, IndiePubGames' competition, Sense of Wonder Night, IGF China and other shows.

Here, Melbourne, Australia-based Bruce explains some of the background behind the creation of Hazard, which he humorously bills as an "MAWPFPSPEPAG," or a "multiple award-winning philosophical first-person single-player exploration puzzle art game" -- a completely unnecessary acronym that's also a pretty accurate description.

What background do you have making games?

My commercial record from working at studios is pretty awesome: two cancelled titles, one game that was top of the charts in the UK for a while, one game that reviewed horribly and caused the studio to close and a sprint cars game.

I maintain that I caused none of that to happen though. Outside of that, I don't have a long history of making games. Chris Hecker said he started making games back in 1996? I started making my own cereal back in 1996.

What development tools did you use?

Visual Studio, PhotoShop and Unreal Engine 3. Some people complain that Unreal is limited, because you only get access to UnrealScript (with the UDK), and they've read that it's 20 times slower than native C++, etc., etc. But, I'm pretty sure they're either lying about how much they actually know about Unreal, or were hellbent on rolling their own code anyway.

Sure, creating a game like Super Meat Boy in Unreal Engine 3 would probably seem limiting, but I don't know why anyone would attempt that in the first place. Find the tools that best suit your needs, or write everything yourself.

I've created this game as a single person, entirely in script, and the game is nothing like what Unreal was designed for. If anything, it's even more interesting that I've managed to make this game using only UnrealScript, given that people don't have any idea how a bunch of the technical stuff in it was done at all. Having this big commercial engine to work with gave me a whole lot of things to break, without having to code any of it from scratch.

How long have you been working on the game?

Oh man, too long. I had concepts and ideas that I wanted to get out of my head since 2006, and was just chipping away at them over the years. I spent six months working on Hazard in my spare time in 2009, and I spent all of 2010 working on it full time.

The whole time, I was convinced that it was "only a couple of months away from release." I'm happy to say that it's now "only a couple of months away from release"!

How did you come up with the concept for Hazard?

I wanted to make Snake, and I apparently failed at that -- a really strange implementation of Snake turned into a multiplayer arena combat game about destroying the world, which turned into a single player puzzle game, which then became a game about life, exploration, psychology, non-Euclidean space and manipulable geometry.

It's all been a very iterative process of solving one design problem with a very unconventional solution, seeing the ramifications of that, then solving further problems with even more unconventional solutions. I wanted to know where doing that would take me, and I kept finding interesting things along the way that became part of the core experience.

Are you some kind of philosopher? Why so interested in philosophy with Hazard? Also, let's see some official philosopher credentials.

You know, this is an interesting question, because I don't actually think that Chris Hecker is a spy, or that Notch is a miner. So I'm sad to say it, but I don't have a doctorate in philosophy either.

When coming up with puzzles for the game, did they start with a philosophical idea, or did they start with a gameplay idea that led to a philosophical concept?

Both. In some instances I had a really weird puzzle that I needed to write a message for, and in other instances I had messages I wanted to communicate, and therefore needed to build puzzles around them. I was really struggling with some of the puzzle designs before I latched onto the philosophy idea.

What was the inspiration behind the game's art style?

Half technical reasons, half wanting to not look like every other Unreal game out there, and half wanting to know what an inverse lighting system would look like. Before you say that you can't have three halves, you should go experience how space works in Hazard.

Do you expect players to learn something about themselves by playing Hazard? Do you encourage them to really analyze the "purpose" behind the puzzles?

Not really. I've had some people tell me that they didn't think the messages were very insightful, and I've had others tell me that it was a great game to play when they were depressed, because the whole game was about positive reinforcement to overcoming challenges.

The more important thing is that [the challenges] make the game personal for the player. People interpret them differently, and therefore get different things out of the game. Not everyone can relate to being Futuristic Space Hulk Marine #2097, but they can relate to trying to make the right choices, unforeseen consequences, finding something difficult and then searching for the meaning behind it, etc.

Have you played any of the other IGF finalists? Any games you've particularly enjoyed?

I haven't played as many as I'd have liked, but I'll rectify that at the GDC. I want SpyParty to win though. When I first played that, I was like, "holy hell this is difficult and I have no idea how I'm supposed to get good at it," but that's what makes it so great.

You really have to throw away everything that normally makes you seem skillful in other competitive games (speed, accuracy, maneuverability, etc.), as acting like that in SpyParty will instantly get you killed. I'm a big fan of games that ask you to start over and learn how to play again, not through bad interfaces, but through exceptional design.

What do you think of the current state of the indie scene?

I'm glad I don't have to mail physical copies of the game to people, like Tim Sweeney did when he started Epic MegaGames. That would be the worst!

What are your thoughts on the commercial appeal of Hazard?

People used to ask this question a lot. Whether I was concerned about whether or not people would want to buy this thing, given that it was a bit weird and that it was about philosophy. But I get fewer questions about that now, once people understand that there's actually far more to it than that, even from just a games perspective.

There's always the issue of the game being so different, so out there, that it's hard to know how to market it by comparison to anything else, but that's what also makes it appealing. There isn't anything out there that you can really compare this to.

It's pretty much like Vegemite, which tastes weird and can't be consumed in large quantities unless you want to make yourself sick. If you were trying to sell that by comparing it to chocolate, you'd have utterly failed at making a good spread, but they don't do that. People buy it because it's Vegemite, and there's nothing out there like it.

What's this I hear about porcupines in urban settings and cereal boxes?

I guess you'll just have to hang out with me at the GDC to know what this means. This can't be explained, only experienced.

Belgian Museum Fine Arts Holds Painting Workshop With Art Academy

Nintendo of Europe continues to find interesting ways to promote Art Academy, its DSiWare-turned-retail application that teaches drawing and painting techniques. I suppose its willingness to explore uncommon marketing opportunities partially explains how the game has so far sold over 1.5 million copies around the world!

As part of its latest promotion for the three-month-old software, the company partnered with the Museum of Fine Arts in Ghent, Belgium to offer a free workshop last weekend that took participants through a tour of its famous works and provided a personal painting course with copies of Art Academy on Nintendo DSi XLs.

The museum and photographer Lawrence Schoonbroodt captured a bunch of images from the event, which you can see in this Flickr set. I've also included some shots of attendees re-creating paintings on the provided DSi XLs after the break:

GDC 2011 Adds Cave Story Creator, Limbo, Crawford Talks

Organizers of GDC 2011 are highlighting a first-ever public lecture from Cave Story creator Pixel, plus talks on Playdead's acclaimed Limbo and Chris Crawford on gaming's 'days of yore'.

As the overall session list for the February/March event expands further, following the announcement of the classic postmortems series and a keynote from Nintendo's Satoru Iwata, new lectures continue to be showcased.

These new talks are part of GDC 2011's Main Conference, which takes place at the Moscone Center from Wednesday March 2nd to Friday March 4th, 2011 during the pre-eminent, San Francisco-based event.

The GDC 2011 Main Conference features discipline-specific Tracks dedicated to programming, design, art, audio, business and management, and production.

These additions to the GDC 2011 roster, highlighted for the first time here, include the following lectures:

- In his first-ever public speech and Western appearance regarding much-beloved 2D indie title Cave Story, Japanese 'dojin' game developer Daisuke 'Pixel' Amaya will discuss his creative process in making the PC freeware title that debuted in 2004.

The evocative retro-themed game -- a 2D platform adventure with genuine emotion, depth, and an intriguing story -- which took 5 years to complete, is an IGF finalist this year in its enhanced WiiWare version, and Amaya will talk about what went both right and wrong in creating a game that turned out completely unlike what he initially had in mind.

- Presenting a lecture called 'Designing Limbo's Puzzles', Playdead's lead gameplay designer Jeppe Carlsen discusses design takeaways from the most-nominated game in this year's prestigious Game Developers Choice Awards.

The talk will discuss "puzzle design principles and the creative, iterative process of going from early puzzle idea to a polished puzzle in the shipped game", including an in-editor "live, carefully commented creation of a rudimentary puzzle", and joins a second lecture from the firm's Martin Stig Andersen on 'The Environment is the Orchestra: Soundscape Composition in Limbo'.

- As part of the special lectures around the 25th GDC show, original CGDC founder and Balance Of Power creator Chris Crawford will present a session called 'In Days Of Yore', explaining how "the earliest days of computer games were times of technological swashbuckling, shoestring budgets, amateur designers, amateurish products, and wild experimentation. "

As Crawford's description explains: "Nobody knew what the hell they were doing, but everybody knew that we were creating a new medium and a new industry. Come back to the Wild West days of game design, when games were created by individuals and sold in zip-loc bags. You'll be amazed by the differences -- and stunned by the similarities."

Other notable lectures not yet highlighted include Magic: The Gathering-related designer Skaff Elias on 'What Can Video Games Learn from CCGs?', as well as Naughty Dog's John Bellomy on animating NPCs in the Uncharted franchise, and Red Storm's Richard Dansky on 'The Player-Shaped Hole: Allowing for Both Narrative and Story'.

Game Developers Conference 2011 -- the 25th iteration of the industry-leading show -- will be held at the Moscone Center in San Francisco from February 28th to March 4th, and pre-show registration is open until February 27th. For more information on all aspects of the show, visit the official GDC 2011 website.

Atari, Killspace Re-Imagines Yar's Revenge As On-Rails Shooter

Atari and Killspace Entertainment have given us our first glimpse for its upcoming PC/Xbox360/PS3 revival of Yars' Revenge, offering a concept art-filled trailer of the game's Hayao Miyazaki- and Avatar-inspired environments.

Here you'll see how the companies have modernized the original release's characters (Yar now looks like some kind of anime-ish robot/girl hybrid instead of a strange insect sprite) and gameplay, turning it into a Sin & Punishment-esque on-rails shooter.

So, yeah, it looks pretty much nothing like the early '80s Atari 2600 game you remember, but at least it looks like a fun shooter?

[Via Big Download]

Autumn Games Publishing Skullgirls 2D Fighter

Def Jam Rapstar publisher Autumn Games announced that it will release Skullgirls, a fast-paced 2D fighter from new indie developer Reverge Labs (headed by former Pandemic lead designer Richard Wyckoff), to "high-definition" home consoles later this year. 

The game features a bizarre cast of girls all fighting to acquire an artifact known as the Skull Heart, which will grant its owner a single wish. If the owner's heart is impure, though, her wish and body will be "twisted my malice", transforming her into a monstrous Skullgirl with immense power.

Skullgirl's official site has revealed eight characters so far, like the purple-haired female above:

"Filia is a young schoolgirl whose memories were devoured by the parasite Samson. Now attached to the back of her head, he has become her only source of guidance. The beast offers to help recover her memories in exchange for granting him a wish using the Skull Heart."
Other interesting fighters include Cerebella (the woman with the huge orange arms growing out of her head) and the two Canopy Princesses, Umbrella and Parasoul:

The interesting character designs are courtesy of director Alex Ahad, whose work has previously appeared in Scott Pilgrim and Lava Punch. More than a dozen other talented artists/animators are also working on the game, including Mariel Cartwright and Eric Muentes.

"We're aiming to create a new take on fighting games, drawing on our own experience as competitive gamers to combine the best elements of classic fighters into something with intense action, an engaging story and the most advanced 2D fighting engine ever created," says Reverge's Wyckoff

The CEO adds, "Autumn Games is quickly making a name for itself in the industry as a publisher of fresh and exciting games and a true partner to independent game developers, and they were the ideal choice for us to partner with on Skullgirls."

Analysis: Gaming Interfaces, Social Media, And The Path Of Least Resistance

[In this analysis piece, our own Leigh Alexander looks at recent gaming interface trends, suggesting audiences always want the most abstract route possible -- with notable implications for social media and gamification.]

The shortest distance between two points is a straight line. Or, that's what people say, generally when they mean that the most direct way to solve a problem is ideal.

Although the 1980s gave us novelty power gloves and game pads, the most popular games were the ones that required a D-pad; press A to do this, B to do that. Simple. And yet the direct route isn't always very exciting.

We want to know where the flying cars are, of course. We were supposed to have our flying cars, despite the fact that their introduction onto the landscape would cause absolute logistical nightmares for existing cars, roads, trains, air travel, you name it.

So we play with interfaces. We're preoccupied with ways to make real life more exciting, to use technology to make our behaviors feel magical. So while pressing B is probably the most efficient way to jump, the past several years have seen a surge in simulated interfaces -- ones where the inputs are imitations of real behaviors.

These include plastic guitars; motion-control wands that let you "hold" tennis rackets, golf clubs and, naturally, wands; or virtual spaces navigated by an avatar.

The latest frontier, camera-controlled gaming as pioneered by Microsoft's Kinect, removes abstraction almost entirely, in favor of letting the player use his or her own body to literally simulate behaviors that will be acted out in the game.

Getting your average person -- one not particularly versed in gaming, for example -- to understand that a hand wave translates to an in-game behavior might be easier than asking them to learn a controller button combination that has the same effect. But while literal simulation may be more immediately comprehensible, the idea that it's more efficient in terms of interface is largely fallacious.

The '3D Web' Fad

For recent years' most obvious example, look at the sharp rise and sudden implosion of the "virtual worlds" craze as it was represented as recently as five years ago. Second Life makes magazine covers, an entire industry springs up around "virtual events", and there are entire schools of thought that envision a "3D Web" in the immediate future.

According to that vision, nobody would simply open a web browser and click around boring web pages anymore. Stores, media sites and social utilities would be represented as 3D virtual spaces that users would navigate with an avatar.

There would no longer be "walled garden" virtual worlds; everything would be interconnected, with a "universal avatar" that could freely wander the web, meeting other avatars, creating art and merchandise. Your avatar strolls into a bustling virtual marketplace, purchases a T-shirt, and dons the virtual version while the real version gets shipped to your home for you to wear.

It sounds exciting, and even logical. As people became more and more entrenched, from commerce to personal social behavior, with the internet, it makes sense to assume they'd want to make the experience ever more lifelike, ever more immersive.

But as it turns out, the only real market for virtual worlds was those early adopters -- futurists and consumers of science fiction who enjoyed playing with the concepts they could only read about as kids. There might have been a rush of excitement, but the virtual world phenomenon never grew as big as was expected.

As it turned out, that's because your average web user doesn't want to enter a virtual environment, create a customizable avatar, walk through a virtual plaza and interact with the avatar of a shopkeeper in order to make a purchase. Instead, they can just type in "Amazon.com", click what they want, and be done. All of that simulation just complicates things; an abstracted "shop" is much easier.

So virtual environments remained constrained to that limited audience of enthusiasts or people who had found very individualized, specific applications for the concept. The Second Life craze passed by; people flocked to Facebook, where a largely text-based interface that was essentially a network of interconnected, glorified bulletin boards turned out to be more accessible and more effective.

Waving At The Games Space

If we look at the video game industry, products that use simulated rather than abstracted interfaces have largely proven to be fads too, as in the case of instrument-based music games. Or at best, the addressable audience turns out to be much smaller than initial reception suggests.

There's no denying that the Wii reached an unprecedented userbase and revolutionized gaming by attracting brand-new audiences that had previously been unreachable, providing a huge market to explore new game design ideas.

But the hardware falloff has been steep once the Wii reached market saturation, and software sales have been challenging, particularly as concerns the most active market of gamers. Although it's impossible to prove, the theory that some good chunk of Wii buyers bought the console as a toy or fitness promise and then let it gather dust once the novelty wore off is at least viable.

Even developers and publishers that have thrived in the casual software market now feel there's less opportunity on the Wii platform these days. Aside from Nintendo's own Wii Sports, sports titles sell less briskly; the music craze appears officially over. It's arguable that Ubisoft stumbled on such an enormous hit with its Just Dance brand because that particular category had not yet been explored.

Even in the absence of data it's evident that literal-interface products follow a quick spike and fall-off pattern. It starts with a curiosity that gains strong initial attention, but then loses it once people realize that it's much easier to push a button than it is to swing their arms around.

Social Media And Gamifiers Take Heed

Now that social media's migration from the province of the tech-savvy to everyman phenomenon is well underway, lessons in the way that mainstream audiences naturally gravitate toward abstract, not literal interfaces become especially important.

Numerous new companies are popping up hoping to find exciting, engaging ways of using frameworks like Twitter, Facebook and mobile networks to engage audiences in play and commerce. But unless they can keep the abstraction concept in mind, it's going to be tough to permanently engage anyone on a meaningful scale.

Because socialization is basic. The most direct way to engage with your friend is to turn to her and talk. Some of your friends will be interested in gaming or digital culture and some won't.

Even if you're with someone from the former group, will it genuinely enrich your interaction with them to play a geolocation game where you have to complete "challenges" against each other in public to win digital badges or whatever? Me, I'd say, "uh, let's just go see the movie, dude."

And your friend who's less plugged in? Will he appreciate that you're not really present for his conversation over lunch because you're trying to check in on FourSquare to let everyone know that you're at this restaurant having lunch with him?

Ultimately, these interfaces aren't "social", as much as it sounds like they are in presentations to venture capital firms. And if it's simpler to connect with someone directly, people are going to want to do that -- to abstract the interface -- rather than to use these tools.

Sometimes the digital world looms too large in our minds. We live, work in and love this space, and we forget that as interconnected as it's becoming with our lives, it's not our whole lives. Game design concepts engage and motivate people when they've chosen to take time to sit down and play.

But try to implement them all over a person's working and personal life, install ideas of achievement, reward and connectivity all over everything, and people will naturally start to resist. There are a lot of ways to engage people, but creating or elaborating interfaces where none are needed creates a product or trend that's fun in concept, but has surprisingly little staying power in practice.

February 2, 2011

Radiant Silvergun Arcade Stick Cancelled

Despite all the attention it received from gaming blogs in the West, the Radiant Silvergun Xbox 360 arcade stick announced last December won't be seeing a release -- Japanese accessory manufacturer Hori notified consumers who put in a reservation for one that it cancelled production due to a lack of preorders.

The Real Arcade Pro EX RS-1 was modeled after the control panel of Radiant Silvergun's original 1998 Japanese arcade control panel (with extra buttons to match the standard Xbox 360 pad), and was supposed to release in Japan alongside Treasure's re-release of the shoot'em up to Xbox Live Arcade this year.

It's not surprising that Hori didn't receive many reservations, as I imagine the number of fans who like the cult game enough to spend ¥13,500, or $165, on a special arcade stick is likely very low (NCSX, which appears to still be taking pre-orders, was asking for $289 due to "special arrangements to import the joysticks to North America").

It didn't help that the window for putting in a reservation for the limited edition stick, December 17 to January 04, was too short to permit a substantial amount of preorders.

[Via MechaDamashii]

Monaco's Original Game Design Document

While you wait for Monaco, the multiple Independent Games Festival award-winning (Seamus McNally Grand Prize, Excellence In Design) co-op action stealth title, to finally release, why not pass the time by reading the game's original design document, which Andy Schatz wrote way back in 2003 and posted on Facebook earlier today?

Schatz points out that the game as it is today is "remarkably similar" to the original planned project, offering the same premise of "low-level game mechanics of Pac-Man married with the stealth features of Hitman." He also provides some context for Monaco's birth, dreamed up in between projects while he worked as a programmer at TKO Software.

The document outlines Monaco's basic concepts, character creation and customization, mission flow, assets, and more. It also describes RPG elements that were eventually cut after Schatz decided "it would be easier to balance set characters [without them], and because it's easier to establish personality when the characters are set."

"For some reason, this doc is missing some of the social features that I remember being in that version," says Schatz. "I actually think this doc must have been revised at some point, as you can see by the reference to Casino Royale. I'll detail what the missing features were in the next post, and include a revised doc that I made in order to pitch the game in 2008."

[Via @thesimplicity]

Road To The IGF: Loop Raccord's Nicolai Troshinsky

[In this latest Road to the IGF interview with 2011 IGF finalists, Mike Rose speaks with Nicolai Troshinsky about Nuovo-nominated experimental visual/audio mash-up Loop Raccord.]

A finalist in this year's Nuovo Award category, Nicolai Troshinsky's Loop Raccord sees the player manipulating a series of video clips in order to create a continuous movement -- as if each clip is passing an invisible ball around the screen.

Troshinsky has also recently made unconventional titles including innovative iOS title UFO On Tape and the even more bizarre Raccord Sniper, which involves shooting mysteriously cloaked household objects.

Talking to us, he describes his background in illustration, his concept inspirations and his issues with finding the perfect clips to use in Loop Raccord, which is free to download for Windows.

What is your background in making games?

I studied illustration and animation filmmaking. I've been working as a children's book illustrator for five years and I've been teaching storytelling in an animation school since 2009.

I have never learned programming and I have no specific game-making training at all... and I don't want to.

For me, making games, movies, comics or illustrated books is all the same thing. You want to create an experience for somebody to communicate an idea and you have a set of tools to achieve that. Each of those mediums offer a different set of tools with their own particular advantages and disadvantages.

I see storytelling as a game: whenever I am making a film, a book or a comic, I set a series of rules for myself and I try to play with them to reach their limits. Watching a movie or reading a book is not a passive experience.

The viewer/reader can perceive those rules if he feels that they are set for him, and he can play with you, trying to decode them to anticipate the author, and be surprised and amused whenever he cannot.

So in many senses, even if I have no specific game-making background, I feel like I've been making games for a while.

What development tools did you use?

I use Multimedia Fusion 2. It's the thing that seemed the easiest to use without programming knowledge and I'm really happy with how it works. I'm still a newbie, but I kind of like being a poor programmer. It forces me to find weird solutions for things that are probably very easy to do but seem very complicated to me.

How did you come up with the concept for Loop Raccord?

My main inspirations came from Peter Greenaway's experiments such as 'The Tulse Luper Suitcases' or animation shorts like Virgil Wildrich's 'Fast Film'. But it's also self-inspired -- movement raccord is a cinematographic effect that I'm quite familiar with and which I explored in my own short films.

With this game I simply tried to use what I learned in film-making and apply pure cinematographic rules as gameplay.

How difficult was it to find video clips that could be 'synchronized'?

It was quite difficult, actually. I dug into archive.org for institutional films and commercials, but having a shot with a clear movement that crosses the screen is quite rare. Sometimes a forty-minute film had only one shot that I could use, and taking in account that I needed different shots for each combination of directions and the fact that I wanted to keep the original framings made it a hard task.

Some directions, like a movement going from the upper to the right part of the frame, proved to be extremely rare. I would have loved to have even more and better shots, but they were simply too hard to find.

Some people have complained that in certain cases it is not very clear how a movement should be synchronized. The fact is that certain shots simply don't have a very clear movement, but I just couldn't find anything better.

If you could start the project over again, what would you do differently?

Nothing. I'm pretty happy with the game as it is, and making it was a pretty interesting experience. Some people have complained about the sound, as the effect is rather violent when there are a lot of clips looping together.

I hesitated to do something about that, but in the end I see it as a natural way of increasing the difficulty as you progress in the level: the more sounds are looping at the same time, the more difficult it is to concentrate on your task.

How long did you work on the game?

It was a submission for the Experimental Gameplay Project and I spent a week to complete it, just as was intended to be for this challenge. Without programming knowledge, the longest thing was to make the random level generation system -- I'm still amazed that it works. Later on, I spent a couple of afternoons to fix some bugs and add some more shots to the game for more variety.

Were there any elements that you experimented with that just flat out didn't work with your vision?

The first thing I tried to do is just a straight line of shots. You should be raccording a simple and continuous movement from left to right, and as you reached the last frame everything should have scrolled unlocking new shots.

I just couldn't get the scrolling to work properly and it felt quite boring anyways so I changed the display to a 4x3 fullscreen grid really quick.

Have you played any of the other IGF finalists? Any games you particularly enjoyed?

I played and enjoyed very much A House in California -- I'm really interested in the games Jake Elliott is making. I also played the other freeware ones: Desktop Dungeons, Super Crate Box and Hazard.

I played the demo for Amnesia, but I just couldn't finish it as it made me too nervous. I was particularly impressed by the sound work on that game. It's an amazing game overall, but I won't buy it simply because I know I won't play it. I have Penumbra and I played maybe three hours in five months.

The game I am the most excited about is Spy Party. It's the one that I feel closer to the kind of things I would like to do with my games. It's a simply brilliant concept, and I can't wait to play it. I hope it wins!

What do you think of the current state of the indie scene?

I am really excited about it. It's very alive, everybody is trying different stuff and nobody seems to know where they are going, but everything seems possible. I feel a lot of enthusiasm and passion and you can see it evolve and define itself in front of your eyes.

It's the most exciting moment to be part of this, as experimental games are still incredibly rare. If you check the 400 entries for the IGF, you'll see that the ones that are selected for the Nuovo award are almost the only ones that seem to be experimental in some sense.

The only thing that annoys me is this endless debate about games as art. It surprises me that everybody has an opinion, but almost nobody seem to have a clear idea of what's a 'game' and what is 'art'.

New Name, U.S. Publisher For Jagged Alliance 2 Remake

German publisher BitComposer Games announced a new name for its "totally revamped version" of beloved tactical RPG Jagged Alliance 2, retitling it from Jagged Alliance 2: Reloaded to now Jagged Alliance: Back in Action.

The company intends to publish the game in European countries like Russia and Poland, but it's also struck a global distribution and marketing agreement with Kalypso Media  (Tropico 3) to release the game in North America, Asia, and other English-speaking export countries.

Kalypso will also publish the title through its extensive digital distribution channels. BitComposer's managing director Wolfgang Duhr says, "We are very confident, that with such a capable partner, we can fulfill the high expectations associated with the revival of the Jagged Alliance brand."

Announced last August, the Jagged Alliance 2 remake features new 3D graphics, a real-time "Plan & Go" system that replaces the original's turn-based combat and "fog of war"/line-of-sight system, and other changes.

Metagame List: I Heard You Like Games About Games

Waxy.org's Andy Baio has posted a fantastic list of metagames -- that is, playable games about video games -- offering a resource for titles that "comment on game design, mechanics, or culture".

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

The collection breaks the metagames into five categories: Abusive Games (Desert Bus), Minimalist Games (You Have to Burn the Rope), Game Mechanics Gone Wild (You Only Live Once), Violent Games (Super Columbine Massacre RPG), and Gaming Culture (Segagaga).

Baio says the list posted so far is just a starting point and invites readers to send him suggested additions. I see at least one metagame that needs a mention: Bokura no TV Game Kentei, a Japan-only video game trainer for the DS featuring microgames based on classic Namco Bandai titles.

Namco Releasing 3D Pac-Man, Galaga To 3DS

While last year was the 30th anniversary of Pac-Man, 2011 is the 30th birthday of another Namco Bandai franchise: Galaga. Celebrating both, the company announced a new release, Pac-Man & Galaga Dimensions, coming on a single cartridge to the Nintendo 3DS.

Shown off in the latest issue of Japanese magazine Famitsu, the game will consist of two 3D adaptations called Galaga 3D Impact and Pac-Man Tilt. The former transforms space-shooting arcade game to a 3D shooter from the perspective of the ship's cockpit.

Andriasang, which translated details from the magazine, says, "The action is on rails, with your ship flying automatically through a fixed course. You'll have to simply look around and aim. This is done via gyro controls, where you physically move the system around to turn your viewpoint."

Pac-Man Tilt is less like the traditional maze games most are familiar with, dropping the yellow mascot into a side-scrolling game in which you jump and swing through stages filled with gimmick obstacles (e.g. tilting the 3DS to swing a platform Pac-Man is standing on, sending him flying into the air).

Namco Bandai hasn't yet announced a release date for Pac-Man & Galaga Dimensions. Judging by the initial screenshots and concepts, I wouldn't be surprised if non stereoscopic 3D versions of these ended up on the iPhone soon.

[Via Tkzun]

Missus Raroo Says: Reminiscing About Ragol

Missus Raroo Says Logo[Missus Raroo heads down memory lane with a look at the Sega Dreamcast's beloved Phantasy Star Online in honor of its ten year birthday. If it wasn't for Phantasy Star Online, the Raroos might not be married with kids today! Mister Raroo contributed illustrations, making this a true husband and wife team effort.]

A Whole New World

Time flies! Mister Raroo just informed me that we recently passed the tenth anniversary of Phantasy Star Online’s release. This, then, also marks ten years from when we were deep in the courting phase of our relationship, meeting up for virtual “dates” in the world of Ragol. Before you jump to any conclusions that we met online, please know that our love story did not have any game-related roots.

We actually met in a teacher education course when we were both working toward our credentials. Our professor grouped us in teams to discuss children’s books and we bonded over the literary work: Shaq and the Beanstalk.

I honestly can’t remember when I figured out that Mister Raroo was a gamer. I was such a complete non-gamer, having been raised in a household without video game systems of any sort, that the concept of gaming and gamers did not even exist for me.

So how exactly did I go from being a gaming virgin to meeting up nightly to down some monsters in the forests and caves of PSO? Part of it had to do with the fact that I fell into the trappings of young love, eager to show interest in the hobbies of my boyfriend. I like to think I wasn’t too pathetic about it since it wasn’t like I pretended to have any firsthand knowledge—I was simply open to learning about games. Furthermore, it wasn’t like I blindly fell for all of Mister Raroo’s interests. I never, for instance, became a metalhead even though the Raroo likes to rock.

All the same, as an empty vessel, Mister Raroo quickly educated me about video game systems from the then-current Dreamcast and Neo Geo Pocket Color to older systems like the NES and Sega Saturn. If you have ever noticed Mister Raroo’s enthusiasm about video games bleed through in his writing, you can only imagine how powerful it comes across in person.

The Best Ever!

While not made of salesman stock, he is passionate when he believes in something, and he has a way of convincing you that it is indeed the “best thing ever.” With my self-admitted naiveté, I fell for that line more than once in our early years. When he told me multiple times that “The Dreamcast is the best system ever,” I was swayed into bidding on one off of eBay. Being new to games, I was at first drawn to Raroo-recommended games with cute, colorful graphics such as Chu Chu Rocket! and Space Channel 5.

While Mister Raroo would do his best to convince me that Chu Chu Rocket! was the best game ever, I decided it was much too hard for me, because I’m not good at keeping up with the frenetic pace. Similarly, while he tried to convince me that Space Channel 5 was also the best game ever, I realized that I unfortunately have no rhythm. Both of these games were certainly girl-friendly in appearance, but they weren’t matches for me. It wasn’t until Mister Raroo bought me Phantasy Star Online for Valentine’s Day of 2001 that I discovered my true gaming affinity was for dungeon crawls and role playing games.

Back in the Day

For any of you younger gamers out there, you have to realize that online gaming a decade ago was much different from the online gaming of today. Back in those days, we played online with one another via a high tech 56K modem connection. While some of you may scoff at the primitive connectivity, there was certainly a charming innocence to the online experiences that we participated in back then.

Mister Raroo would log in from his mom’s home where he lived while I logged in from my parents’ home where I lived. We would meet up in a lobby as “Jeurja,” a Ranger with a giant green afro and “Akemi,” a smaller statured Ranger with pink pigtails. Many times we would also meet up with Mister Raroo’s online friend “substance j,” and together the three of us would venture out on missions to slay everything from the annoying Rag Rappies to the overshadowing Dragon.

Since there wasn’t voice chatting, we typed messages back and forth using our Dreamcast keyboards. Some of the messages we would share in speech bubbles with all players in our party, but even more fun were the times Mister Raroo and I would exchange private messages unbeknownst to the others.

Private messaging came in handy especially when we ended up playing with a random fourth player who had less-than-gentlemanly manners. One easy indication of a player’s character, for instance, is how they handle the loot held within the treasure boxes scattered across the game world. Mister Raroo and I always felt it was good manners to try to equitably share in the items that we came across. If there were four boxes that each contained in-game currency meseta and other items, it made sense that each player would get some.

But, of course, there are always people out there who believe it’s “all about me.” They would run ahead of the group, shoot up the boxes, and quickly snatch up all of the money and items without pause. At times like this, Mister Raroo and I would certainly start privately messaging about that fourth player. I can remember us corroborating our stories to quit playing just so that we could disband the party and then log on again in avoidance of the greedy hog of the day.

In an even worse case, we once got stuck with a plain old bully who had no patience for playing with a “little girl” like me. At that point, Mister Raroo’s chivalrous nature came to surface as he stood up for me, green afro held high and all.

Papa Bear RarooIt was early evidence of what I’ve come to call his Papa Bear side--Mister Raroo is a peaceful teddy bear in most cases, but if anyone ever dares to mess with his family, Papa Bear comes out and he is fierce. He not only stood up to bullies in the virtual world of PSO, but has been known to transform into Papa Bear in the real world as well. Just ask the homeless guy who made the mistake of sexually harassing me while we were at the dog park one day!

Of course, in the case of PSO, it is ridiculous when you remember that it’s not as if we were confronted with the bully face-to-face in a park filled with live dogs, but we were instead standing in a virtual forest filled with virtual wolves. And, instead of puffing up his chest in real life, Mister Raroo could impress his superiority only by flaunting his virtual armaments.

The Further Adventures

Perhaps this Valentine’s Day, a decade since Mister Raroo first presented me with my very own copy of Phantasy Star Online, we should celebrate the occasion by powering on the old Dreamcast once again. It’ll be like time traveling to the younger, more carefree versions of ourselves, to a time in our lives when we could spend hours a night meeting up in an imaginary world where we embarked on adventures and had the power to slay monsters without worrying about getting our kids to sleep or balancing our bank accounts.

Then again, even though we may not have the luxury to venture to Ragol each night, we still team up daily to tackle a couple of other monsters, namely our two little kids. Actually, calling them monsters doesn’t feel quite right. I guess I’d like to think of them instead as two Rangers-in-training that have arrived in our lives to complete our party. Adventure awaits!

Adventure Awaits!

[Missus Raroo doesn't consider herself to be a "real" gamer, but between listening to her husband excitedly talk about games on a regular basis and trying her hand at a select few titles herself, she knows a thing or two about video games. She served as the co-editor-in-chief of the Game Time With Mister Raroo print zine and was called the "heart and soul" of the publication by readers. She lives in El Cajon, CA with her husband, son, daughter, and pets. You may reach Missus Raroo at koopaboo@yahoo.com. For all your Game Time With Mister Raroo needs, visit Club Raroo!]

February 1, 2011

New Tumblr For Game Design Sketches

Chevy Ray Johnston, creator of ActionScript Library FlashPunk and various indie games (Return of the Quack, Skullpogo), has started a neat new Tumblr blog collecting "doodles, sketches, and scrap-paper designs by game developers around the world".

Titled GameStorm, the blog only has a few entries from indie designers so far, like module designs from Captain Forever/Successor/Jameson from ex-2K Australia developer Jarrad "Farbs" Woods and a few sketches from Vancouver's Global Game Jam event last weekend.

Readers are invited to submit their own doodles, whether its scans of notepad/looseleaf/napkin sketches, photos of blackboard/whiteboard brainstorming, or Photoshop prototypes. You can start contributing to GameStorm here!

Man Factory Assembles A "Balrog 24/7" Music Video

Man Factory, the indie band behind other Street Fighter themed licks like "Blanka Sings the Blues", "There Goes Dhalsim", and "Where's Ryu", helped created this entertaining (if a bit odd) music video for their song about everyone's favorite Mike Tyson clone character, "Balrog 24/7".

Film duo The Luu Brothers, which shot and directed the video, explained its production: "With a band to compose along side the show, the students of Pulaski Elementary School decide to create a musical based on the hit game Street Fighter for their fourth annual school play."

Man, even as a grade-schooler, Balrog was looking tough. Also, check out Sagat's dance at the end!

[Via Capcom Unity]

Road To The IGF: SpyParty's Chris Hecker

[In this latest Road to the IGF interview with 2011 IGF finalists, Gamasutra speaks with Chris Hecker about his two-player competitive espionage-based game SpyParty.]

Having already worked for EA on Spore, a huge AAA game release, Chris Hecker has now returned to his indie roots, and consequently earned himself an IGF finalist place, with his game SpyParty in the running for the Seumas McNally Grand Prize.

Here, Hecker explains his inspirations for SpyParty, the visual style he hopes to achieve and what the next step in development is.

What is your background in making games?

I've been in the industry forever, but only managed to ship one game so far (Spore).

I was indie a long time ago, 1996-2003, and then worked on Spore from 2003-2009. EA laid me off last year, which indified me again.

What development tools are you using to develop SpyParty?

It's C++, a custom OpenGL graphics engine, a modified version of Cal3D, which is an old open source animation library I'm eventually going to replace, and a bunch of spit and bailing wire.

How did you come up with the concept?

Thatcher Ulrich and Marc Leblanc did a cool game called Dueling Machine at Indie Game Jam 0 (the "100,000 guys" one) where one person was hunting another person in a city with 30,000 inhabitants.

It was super cool, and when IGJ3 rolled around (theme: "people interacting"), I was thinking about what a more intimate version of that game would be.

I came up with the inverse Turing test idea, and the spy fiction, and the game kinda designed itself from there!

The current visuals seen in screenshots of the game are placeholder. What kind of graphical style will the final game take on?

Not sure yet, but I really like the timelessness of The Incredibles and Team Fortress 2. You're never sure what time period they're taking place in. Similarly, I want to reference retro 60s spy-fi, but not look dated.

What are the next steps in the development of SpyParty?? What types of missions can we expect to see?

The next steps are making the game an even deeper player skill competitive experience, and then figuring out single player. I plan to turn just about every spy movie trope into a mission, from poisoning a drink, to seducing the secretary, to breaking into the safe behind the painting.

Are there any elements that you've experimented with that just flat-out haven't worked with your vision?

I've been pretty lucky so far that there haven't been any big dead-ends. There have been lots of things that didn't work out like I thought they would, but the game design fates have been smiling on me, because those things have usually ended up cooler than I thought, not worse.

Obviously there have been smaller things that haven't worked, like the first version of the bookshelf mission was a complete disaster, and the current one still kind of sucks, but in the grand scheme of things those are not significant negatives.

I have also pushed some risky stuff off to v2, and there is still a lot of experimentation to go, like how important should facial animation be to the gameplay, and things like that. Who knows how those will work out?

How long have you been working on the game?

Full time since September of 2009. I worked on it occasionally over the years since IGJ3 in 2004, though.

Have you played any of the other IGF finalists? Any games you particularly enjoyed?

I haven't played nearly as many as I'd like. I'm a big fan of Marc ten Bosch's Miegakure; I think it's a really interesting and deep game. I love the voice over stuff in Bastion, and think it adds a real personal touch to the game.

I still haven't played the vast majority of them, though, so I'm looking forward to hanging out at the IGF booth at GDC and playing them soon.

What do you think of the current state of the indie scene?

I think it's great. Last time I was indie in the 90s, there really was no good dependable way to make a living at it. Now, if you can create a quality game, you can be somewhat assured of earning enough to be able to make another one, and once that cycle starts, I think the level of design experimentation will increase greatly.

I'm really excited for the industry right now, and I hope this "Golden Age of Indie" lasts for years and years!

[Previous 'Road To The IGF' interview subjects have included Minecraft creator Markus Persson and B.U.T.T.O.N. developer The Copenhagen Game Collective.]

Eyezmaze Releases Grow Cannon

Eyezmaze, creator of those simple but delightful Grow flash games that everyone seems to have played at one time or another, has released another fun title for the logic puzzle series called Grow Cannon.

It takes after the Japanese developer's other titles, in which you have to interact with different elements, leveling them up in the correct order to complete a task/goal -- the mission in this game is to wake up a sleeping man.

Though each playthrough only takes a few minutes, you could spend as long as a half-hour or an hour trying to figure out how to direct the "Grow Cannon" in this game to finally shake the guy from his slumber.

As with most of Eyezmaze releases, though, even when you fail or are just learning how the different elements work with each other, there are lots of funny animations to reward your experimentation. The surprise ending is worth sticking with it!

[Via IndieGames.com]

Mount&Blade: With Fire & Sword Coming This Spring

It's been available in select European markets (Russia, Czech Republic,  for a while now, but Mount and Blade: With Fire and Sword, the newest release from TaleWorlds' engrossing medieval and open-world action RPG PC series Mount&Blade, is releasing with an English edition this Spring. 

While previous Mount&Blade games took place in the fictional land of Calradia, With Fire and Sword is set in the 17th century Polish-Lithuanian Commonwealth and is based on Polish author Henryk Sienkiewicz's famous historical fictional novel of the same name.

The new game will also add fully customizable troops, siege options, a multiplayer Captain Mode that allows players to control their own forces in online matches, and an enhanced combat system that introduces firearms and explosives (for taking out groups or breaching castle walls.

GDC 2011 Adds Google, Kinect, Unity Developer Tutorial Days

Organizers of the 2011 Game Developers Conference are highlighting full-day sponsored tutorials on Android, Microsoft's Kinect, Unity, and Google's full product suite, for the 25th edition of the industry's leading event for game creators.

With the overall session list for the event now almost full, organizers are taking the opportunity to highlight the sponsored full-day tutorials from major firms available to attendees.

These sessions, part of a full roster of one and two-day tutorials will once again be held alongside the GDC Summits on the first two days of the San Francisco-based event, Monday, February 28th and Tuesday, March 1st.

They will be open to those with a Summits & Tutorials or All-Access Pass, and interested parties can select their preference during the process of registration to help GDC staff with room capacity. (Some tutorials may become full and no longer be selectable during registration.)

Sponsored GDC 2011 tutorials of particular note to the wider audience include the following:

- A Google Developer Day taking place on Monday includes Google game development-centric luminaries such as Bill Budge and Gregg Tavares, promising to allow development and business-centric attendees to "get a peek at the brand-new technologies Google is developing for games."

As the description notes: "From scalable servers, to high-speed code and graphics in web browsers, to gameplay footage on YouTube, Google online technologies can help you create better games that reach a larger audience than ever before. Join Google engineers for an in-depth technical discussion of Chrome, WebGL, Native Client, Google App Engine, and the YouTube APIs."

- In a full-day Microsoft Kinect developer tutorial, scheduled for Tuesday, Microsoft's Advanced Technology Group "will get you up to speed on natural user input and put you on track for building a successful Kinect title. Topics include deep dives into skeletal tracking, gesture and speech recognition, depth analysis, and lessons learned from shipping Kinect launch titles."

The speakers, including Pete Isensee and Scott Selfon from Microsoft will cover topics such as 'Inside Kinect: Skeletal Tracking Deep Dive', 'Building Great Gesture Detection', and 'Xbox, Listen: Driving Gameplay with Kinect Audio Input and Speech Recognition', with two separate rooms offering different lectures in the afternoon part of the tutorial.

- A full Google Android developer day scheduled for Tuesday and programmed by Google itself starts with the premise: "Games are the most popular and best selling types of applications available on Android Market... we've organized an entire day of engineering-focused sessions to quickly bring you up to speed on Android game development."

Speakers including Google's Chris Pruett and Ian Ni-Lewis will talk on subjects such as 'Building Aggressively Compatible Android Games', 'Graphics On Android' and 'Android Just Got Better: The New NDK', and over the entire day, "everything you need to know, from graphics and sound to device compatibility and C++ integration will be covered."

- Finally, the Unity tutorial day on Tuesday presents a full-day "crash course on using Unity, the award-winning game development platform for web, iOS, Android and consoles", with multiple talks and speakers including Unity's Tom Higgins, Candlelight's Adam Mechtley and more.

The session notes: "You'll learn the basics; how to write your own shaders; how to make the Unity Editor do exactly what you want; advanced techniques for extending Unity's asset pipeline to automate tasks and enhance interoperability; and scripting and optimizing for iOS and Android."

These sessions join a host of other notable tutorials, including a one-day 'Producer Boot Camp', veteran industry lawyer Jim Charne on 'Emerging Issues in Game Dev Deals', the ever-popular 'Audio Boot Camp', Evan Skolnick's highly rated 'Learn Better Game Writing in a Day', the perennial 'Physics For Programmers' tutorial, the return of 'Level Design In A Day', and the eminently practical 'Advanced Visual Effects with DirectX 11'.

At the forefront of game development, Game Developers Conference -- part of the UBM TechWeb Game Network, as is this website -- continues to deliver the most pertinent and informative updates in digital entertainment.

Game Developers Conference 2011 will be held at the Moscone Center in San Francisco from February 28th to March 4th, and pre-show registration continues until February 27th. For more information on all aspects of the show, visit the official GDC 2011 website.

SNK Arcade Classics 0 To Feature 20 Games

Though rumors about SNK Playmore's future hint at some possible troubles, we can at least look forward to enjoying re-releases from the company's arcade/pre-Neo Goo days, thanks to a new PSP compilation titled SNK Arcade Classics 0.

Along with featuring 20 SNK titles like Psycho Soldier, Ikari Warriors, and Athena (full game list and awesome Japanese boxart after the break), the collection offers a "Gallery" mode with extra illustrations and other materials from the featured games.

SNK Arcade Classics 0 has been announced for only a Japanese release on April 21 so far, according to a report from Andriasang. There's hope for a North American version, though, as the ESRB rated the compilation several years ago.

Included games:

  1. Ikari Warriors (1986)
  2. Dogosoken (1986)
  3. Ikari III: The Rescue (overseas version) (1989)
  4. Athena (1986)
  5. Psycho Soldier (1987)
  6. Sasuke vs. Commander (1980)
  7. TANK (1985)
  8. ASO (1985)
  9. Prehistoric Isle in 1930 (1989)
  10. Bermuda Triangle (1987)
  11. Vanguard 2 (1984)
  12. HAL 21 (1985)
  13. Marvin’s Maze (1983)
  14. Guerrilla War (1987)
  15. P.O.W. (1988)
  16. Street Smart (1989)
  17. SAR Search and Rescue (1989)
  18. Touchdown Fever (1987)
  19. Gold Medalist (1988)
  20. Super Championship Baseball (overseas version) (1989)

Interview: Tancharoen On Mortal Kombat's Sudden Screen Rebirth

[Big sister site Gamasutra's editor at large Chris Morris talks to director Kevin Tancharoen on how the genuinely accidental YouTube release of his short spec film Mortal Kombat: Rebirth led to a gig with Warner Bros. making live-action episodes ahead of the new Mortal Kombat game.]

When the live action short film Mortal Kombat: Rebirth hit YouTube in March 2010, people started buzzing. The film, starring Michael Jai White and Jeri Ryan, was not only cool to watch, it was reverential towards the classic Midway-originated fighting game series.

Director Kevin Tancharoen had hoped to use it to lobby Warner Bros. to sign him on to steer a reimagined MK film.

While he didn’t quite make it to that level, the company has contracted him to direct a series of live-action shorts that will likely lead up to the release of the new Mortal Kombat game in April. Ironically, though, it all started with a mistake.

“I am not the most technically savvy YouTube person,” Tancharoen tells Gamasutra in an interview. “What came out wasn’t the final product in my mind. I wasn’t done yet."

"It was still in its rough phase, but I couldn’t send a 2GB file over email, so my friend said I could create a private page on YouTube and sent it to him to review. It turns out it wasn’t that private.”

Fans and gaming outlets quickly found the video – which has since racked up over 5 million views. As it went viral, though, Tancharoen had no idea.

“I looked on Twitter and saw MK was trending and thought ‘Oh God, did someone beat me to the punch?’,” he says.

When he realized it was his film, his fears doubled: certain rights hadn’t been secured – including with his cast. “The actors could have quickly rebelled against me,” he says. “Thank God people liked it, because it could have gone really bad.”

Instead of rebelling, the cast rallied. White, Ryan, Ian Anthony Dale and the rest of the actors featured in the video are currently in negotiations to star in the digital shorts.

Tancharoen says there will be nine episodes in the MK live action series. Each will run for 7-10 minutes – and will explore the history of the characters in the game. (Some of the big characters, like Scorpion and Sub Zero might have their stories split into two parts.)

Filming is scheduled to begin in February in Vancouver. Warner is still determining exactly where the shorts will be released – though iTunes is a likely choice. Mortal Kombat creator Ed Boon is working with Tancharoen as he goes through pre-production. That was particularly exciting for the director, as his obsession with the franchise is … well, thorough.

“We’re working together hand in hand,” he says. “I’ve got to admit, I had a little fanboy geek moment when I met him. I flashed back to when I was 12 or 13 and played the first game and was obsessed with it. … He was very, very happy with the short. He knows it took liberties with the universe of Mortal Kombat, but was okay with that. It blows my mind.”

The series, of course, won’t be MK’s first trip to the live action world. A pair of films in the mid-90s met with mixed success, but lodged themselves in the pop culture mindset (especially the iconic theme song).

Tancharoen realizes there will be the inevitable comparisons, but says he doesn’t feel a sense of pressure to compete with people’s memories of the films (though he, like others, prefers to forget 1997’s Mortal Kombat: Annihilation).

“Everyone knows the techno song,” he says. Everyone knows the characters. It has that fun value to it. … We’re taking the essence of Mortal Kombat and the thrill you get from playing it and creating a new generation on it. I don’t think anyone is so tied to the original films that they can’t see another movie if it’s not shot like that.”

While Tancharoen’s pet project certainly has gotten his foot in the door at Warner, he’s not forgetting this original goal. The series of digital shorts is good, he says, but he still hopes to take Mortal Kombat to the big screen himself.

“The bigger thing for me, of course, is I want to translate this to a feature,” he says. “I would love to tell the stories that lead the character up to a certain point, then have them merge together in a big 3D movie.”

January 31, 2011

Radiangames Releases Ballistic, Stepping Away From XBLIG Development

Indie developer Radiangames has put out its fifth XBLIG release in as many months, Ballistic, a fast twin-stick shooter featuring "thousands of explosions per minute, co-op play, nine unique upgrades, five 2-minute challenges, and online scoreboards (Gold membership required)."

You can download Ballistic now for only 80 MS Points or grab a free demo. Radiangames has also posted Ballistic's electronica soundtrack and the music from six other previous releases (refer to sidebar on that link) for you to stream for free or buy for $1.99 each.

With Ballistic's release and difficulties staying afloat on the XBLIG platform, Radiangames will be shifting away from XNA and XBLIG development for his next project, Super Crossfire, working with the Unity platform for future games instead.

"By stepping away from XNA, I'll be forced to get outside my comfort zone and learn new ways to make games and find out if there’s a better way to make money with my games," explains Radiangames' Luke Schneider.

He adds, "And by no longer being focused on monthly games, I’ll have enough time to expand into other genres and make some deeper and more varied games as well."

Viz Media Publishing Miyuki Miyabe's Ico Novel

Anime and manga publisher Viz Media is publishing an English-translated version of Ico: Castle of the Mist, the novelization of PS2 action-adventure game Ico by best-selling author Miyabe Miyuki (All She Was Worth, Brave Story) that originally released in Japan in 2002.

Viz's description of the non-canonical 400-page novel, which WikiUeda says is "Miyuki's personal interpretation of the story, expanding greatly on the Ico mythos and explaining how many of the characters came to be":

"When a boy named Ico grows long curved horns overnight, his fate has been sealed-he is to be sacrificed in the Castle in the Mist. But in the castle, Ico meets a young girl named Yorda imprisoned in its halls. Alone they will die, but together Ico and Yorda might just be able to defy their destinies and escape the magic of the castle.

Based on the video game filmmaker Guillemo del Toro (Hellboy, Pan's Labyrinth) called a 'masterpiece,' Japan's leading fantasist Miyuki Miyabe has crafted a tale of magic, loss, and love that will never be forgotten."

Distributor Simon & Schuster lists Ico: Castle of the Mist's ship date as July 19th, though Viz hasn't formally announced that as the book's firm release date. Amazon is already taking discounted preorders for the paperback ($10.76 compared to list price of $15.99).

[Via Raccoon City Ransom]

GameCareerGuide: Challenges For 3DS and NGP

GameSetWatch's education-focused sister site has announced the results of its 3DS Game Design Challenge and in its new challenge, now asks readers to design a game for Sony's new NGP.

3DS Challenge Results

In GCG's latest completed challenge, which ended this week, the site asked its readers to design a game for Nintendo's soon-to-be-released handheld system, showing off their ideas for 3D stereoscopic gameplay.

The top three entries belong to:

Aaron Yip, Student at Georgia Institute of Technology, Shadowplay
Ryan George, Game Design Student at Columbia College Chicago, Twilli's Odyssey
Todd Williams and Drew Rogers, Pop-Up Adventures

You can read these, as well as three honorable mentions, if you head over to GameCareerGuide.

NGP's New Challenge

This week the site also launched its latest Game Design Challenge, which asks readers to design a game for Sony's new handheld system codenamed Next Generation Portable, which will be available in late 2011.

The system includes features above and beyond the current PSP, including touch and tilt-sensitivity and two analog sticks, so there are plenty of opportunities for new game designs.

That challenge will accept entries through Wednesday, February 9, and all are welcome to submit. More details are available at GCG.

GameSpite's Encyclopedia of 8-Bit Villains Issue

Complementing 2009's "Encyclopedia of 8-Bit Heroes", the latest issue (#7) of GameSpite Quarterly offers An Encyclopedia of 8-Bit Villains, profiling old-school enemies "both infamous and hardly famous at all" from Carmen Sandiego to Tetris' S and Z blocks:

"The 8-bit era, given the versatlity of its underlying technology, spans more than two decades of hardware and games, so this is easily one of the farthest-ranging issues of GameSpite Quarterly.

From the Grues and Invaders of the ’70s to the Guys you wanna be and sultry half-genies who appeared over the course of the decade just past, we’ve chronicled quite a collection of bad guys. And also, lots of not-so-bad guys.

After all, so often are villains merely misunderstood or misguided rather than completely rotten and cruel. Of course, plenty of them are the latter."


The 200-page issue offers nearly 90 different villain entries, and also has articles on Super Punch-Out!!, Batman: Arkham Asylum, SaGa Frontier 2, Bionic Commando ('09), Metal Gear Solid: VR Missions, and Dragon Quest IX.

There's a $12 paperback edition and a $36 hardcover version, both of which feature the same content. Make sure to check out this page for seven profile previews and coupon codes you can use to save on shipping (expiring today!).

Chime Super Deluxe Drops To PSN This Spring

After releasing Chime to XBLA last February with non-profit publisher OneBigGame for charity (then sending out a Windows version in September), Zoe Mode will now bring the music-based puzzler to PSN in the form of Chime Super Deluxe this spring.

The PSN edition will feature 10 songs, including all five tracks that were in the XBLA release:“Ooh Yeah” by Moby, “Spilled Cranberries” by Markus Schulz, “Brazil” by Philip Glass, “For Silence” by Paul Hartnoll (Orbital), “Disco Ghosts” by Fred Deakin (Lemon Jelly).

Zoe Mode explains Chime Super Deluxe's gameplay:

"Players must cover a number of different grids with irregular shapes to form rectangular blocks called quads. Every shape and quad generates musical notes and phrases. As the grid is gradually covered, the song builds up in the background. Working their way towards that elusive 100% coverage, players create a unique remix of the music every time they play."
While the PC and XBLA editions were single-player only, Chime Super Deluxe will feature two multiplayer modes, which the developer will provide more information about in the future.

Game Developer Magazine Calls For 'Game Development Heroes'

[Game Developer magazine EIC Brandon Sheffield announces a special new 'Game Development Heroes' feature for the leading magazine, with a call for submissions open to your co-workers and friends.]

We've all had game development projects where suddenly everything seemed to go wrong - NPCs are falling through the floor, bullets bounce off invisible barriers, the skybox colors have inverted, and nobody can figure out why.

Then, suddenly, someone steps in with that "a-ha!" moment, the problems are solved, and the game goes on to make its ship date. Or perhaps the game wasn't embattled, but simply bland - then a clever designer realized that adding a time limit upped the tension two-fold.

Leading worldwide 'art and science of games' magazine Game Developer magazine is calling for the submission of such stories, from recent and past projects both.

We're looking for situations where one person or a small group of people made a heroic effort to save an endangered project, or who made the game appreciably better through specific actions.

Stories should be written about someone you've worked with (no stories about oneself, please), and submitted with careful examples, code samples, screenshots, or anything else that may be appropriate to tell the tale.

Specific names of persons and games are welcomed, but anonymous stories will be accepted as well, so long as they can be reasonably verified.

Examples could include a group of artists who discovered a technique that brought the whole game together (such as the construction of buildings from in-game objects in Borderlands), a coder who fixed a mysterious bug through an act of heroism, a producer who paired up two superstars or mediated a problem that was going to blow the team apart, or a designer who tightened the game's feel without ruining other sub-systems.

Game Developer will be asking for submissions until the end of Friday, February 4th, with individuals to be highlighted in an upcoming issue, and interested participants can email their stories to editor-in-chief Brandon Sheffield at bsheffield@gdmag.com. Let's hear it for those unsung game development project heroes!

IGF Awards Afterparty: Nidhogg Tournament, Baiyon DJing

Those of you looking for something to do after this year's Independent Games Festival awards ceremony on March 2nd, there will be a tournament for Mark "messhof" Essen's Nidhogg at Eve Lounge SF.

Of course, Nidhogg is the two-player fencing game nominated in three IGF categories (Seumas McNally Grand Prize, Excellence in Design, and Nuovo Award), for this year's awards.

Baiyon (PixelJunk Eden) and GDFX will serve as DJs for the unofficial afterparty, which organizers promise will be "the most thrilling and perfect event you have ever been to".

You can RSVP for party at Facebook -- while there's no download available for you to hone your Nidhogg skills in advance, you can check out videos/screenshots for the game here.

[Via @brandonnn]

Defying Design: Scare Tactics

['Defying Design' is a bi-weekly GameSetWatch-exclusive column by Jeffrey Matulef analyzing gaming conventions and the pros and cons of breaking them. This week's column takes a look at how horror games have evolved their controls.]

Ever had a dream where you're in imminent danger, but your legs are too heavy to run away? That's how I felt playing Resident Evil. Hitting left to rotate and up to walk towards the screen was completely unintuitive.

Making matters worse, I'd have to recalibrate my senses every time the fixed camera would shift position. "Move left, no wait YOU'RE OTHER LEFT! No Jill, don't run into the armoire! Go AWAY from the monsters. Ah hell..." 

It's commonly believed that the goal of this backwards design was to emulate the sense of panic one would have when confronted by the unknown. While sensible, it's a personal preference whether you can handle that kind of agitation while scrambling for your life. In the last decade however, horror games have found more intuitive ways to restrict players.

Resident Evil 4 shifted the camera behind the player's shoulder but retained its stodgy movement, disallowing you to move and shoot at the same time. This was a sticking point for many. Not only did it run contrary to how other third-person shooters controlled, it was unrealistic since you can move and shoot simultaneously (if not accurately) in real life. This was especially ridiculous when you had to stand perfectly still to start swiping monsters with a hunting knife. 

I'd argue that this worked brilliantly in conjunction with the equally limited AI. The infected would sprint towards you (ala 28 Days Later) until they got about 10 ft away at which point they'd slowly shuffle forward (ala Night of the Living Dead). They'd tend to surround you, so you'd have to find a gap -- either by blasting them away with a shotgun or shooting their legs, bringing them to their knees -- allowing you to break free from their ever-dwindling radius. Once far enough away you could make a quick 180 degree turn and start shooting them until they'd surround you and the process would start again. What made RE4 so intense was that you were frequently surrounded yet had just enough time to methodically aim your shots so long as you didn't panic, which was much easier said than done.

If you were able to move and shoot simultaneously it would have lead to a lot of circle strafing and the enemies would be pushover unless their AI was tailored for this change. This was implemented in the similar Dead Space, and resulted in a quicker-paced action game where I was too busy shooting to feel any sense of dread.

It isn't that action games can't be scary. They just do it in different ways. While the Resident Evil series has been progressively empowering its players, its first-person shooter brethren, Doom, has done the opposite. 

In the first Doom there was no reload button (one could hold 60 shotgun shells at a time without reloading) and players could sprint indefinitely. Despite being assaulted by hundreds of denizens of hell, I felt badass enough to face them head on without batting an eye. Doom 3, however, in a very controversial choice, didn't allow you to use a flashlight and a gun at the same time. This made some degree of sense for the large two-handed guns (though I can't imagine it could have been that hard to find duct tape on a military base) but not being able to hold a flashlight in one room and a pistol in another was downright ridiculous. Much like RE4, this restriction made the game a whole lot more intense, practicality be damned.

Unlike any Resident Evil games, you're still completely mobile in Doom 3. You can run quickly, jump, and carry a generous amount of guns and ammo with you at any time. With my sight reduced, however, I still felt vulnerable no matter how powerful I was. Deciding when to drop my guard to illuminate my surroundings provided a brilliant and tense tactical challenge.

Dark environments aren't a prerequisite to a game being scary, though. When done poorly, it just leads to a lot of squinting. Silent Hill 4: The Room was uncharacteristically brightly lit with a lot of light drab, grey environments, but it was terrifying in spite of that. Enemies could be heard at most times, so even when it looked safe, I knew it wasn't. 

While Doom 3 and Silent Hill 4 spooked with sound, RE4 and Dead Space did the same through its absence. One thing that prevented RE4 from being as scary as it should have been was the music. It got tense when enemies were afoot, but went quiet as soon as the last one had been defeated. There was one brief sequence in the second chapter where you're escorting a girl through a village at night in the rain where there's no music whatsoever, so it isn't clear when enemies are around. This was easily the most frightening sequence in the entire game for me not because of what I could hear, but rather what I couldn't.

Dead Space had similar sequences where you'd venture through an area without oxygen and the sound would go quiet. All you could hear was your heartbeat as a necromorphs lunged towards you through adequately lit corridors. While it's scary to hear enemies you can't see ala Doom 3, it's equally unsettling for enemies to appear without making a peep. 

While restricting senses and movement can create a tense scenario, a happy medium is when a game has slick, responsive controls, but limits resources. Metro 2033 controls like a standard first-person shooter, but practically every action in it requires an extra step. Recharging your headlamp or night vision goggles requires manually pumping a rechargeable battery, ammo is scarce, and guns require frequent lengthy reload times. You're still a muscle-bound hero with guns, but given the odds you're up against, you're still vulnerable. 

There's no one right way to design a horror game, but I find the theory that games are only scary when you're weak to be erroneous. There's plenty of other ways to elicit fear such as restricting movement, depriving senses, or limiting resources. As long as it serves the tone, it doesn't matter what you can or cannot do.

[Jeffrey Matulef is a freelance writer whose work can be found at G4TV.com, Eurogamer, Joystiq, and Paste among other places. He's also a regular on the Big Red Potion podcast. You can contact him at jmatulef at gmail dot com.]

January 30, 2011

IGF 2011 Audience Award Opens Voting

[In this note to indie game fans, Independent Games Festival Chairman Brandon Boyer announces public voting to pick this year's IGF Audience Award from among all of the Main Competition finalist games for this year.]

It's time to have your say for the best Independent Games Festival game of 2011, based on the games you've tried! We've just opened public voting for this year's Audience Award, with all members of the public and the indie game community eligible to vote.

We're allowing voting for to any game chosen as a finalist in the festival, as opposed to just those with public PC demos, as in previous years. This is because many of the titles have been playable at other indie game events - or have Beta and other OS versions that many indie game fans may have checked out.

To be part of this year's vote, simply visit the IGF Audience Award page, download any of the games that are currently publicly available (each has been marked whether there's a version for you to purchase or otherwise download). When you've made up your mind, return to vote for your favorite.

After voting and inputting your email address, you'll need to verify your vote by clicking on a link sent to that email. Voting will be open from now until Friday, February 18th at midnight PST -- go check it out now and start making your way through the games!

Column: Homer in Silicon: It Rains Because He's Sad

['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 looks at "Strange Rain," an interactive toy/instrument/story from Erik Loyer at Opertoon.]

"Strange Rain" is not really a game. It describes itself as an "instrument" and as a "story," and it might be fair also to call it a toy.

But none of its three modes of use really lend themselves to the goal-seeking, agency-driven experience of a game, though it uses Game Center and appears in the Game section of the iPhone app store.

In that respect it goes even further than Opertoon's previous app, "Ruben and Lullaby;" it reminded me more of Tale of Tales' "Vanitas," or Aya Karpinska's "Shadows Never Sleep." But it has more story than "Vanitas" and more procedural depth than "Shadows."

The first mode of interaction is "Wordless." Starting up "Strange Rain" brings up the image of a gray sky and raindrops falling out of it. Touch the screen and the raindrops fall towards your finger rather than evenly across the space. Twist your fingers, and the raindrops seem to spiral down towards you. If you play enough, in this mode, strange things start to happen.

The sky darkens, or changes color, or freezes entirely for a moment. Silhouettes of jets pass overhead. Each time you tap the screen, another note or two plays from a melody, letting you toy with the rhythm of the song. It's like reaching a kind of meditative state while playing with a broken old music box. There's a sense of nostalgia, melancholy, and separation from the ordinary flow of life.

Set the mode to "Whispers," and now the raindrops become words as they fall. Storm, squall, drench, wash, erode -- words to do with rain, certainly, but carrying some additional connotations.

In "Story" mode, you get a third layer, the thoughts of a man standing outside a hospital in the rain. Now the rain that falls is the rain falling on him; the raindrops turning into words represents the way he feels; and his disjointed and unhappy reflections appear on the screen in black or white script as you tap. Play long enough and you will begin to assemble an idea of who he is and why he is there.

Stories about the aftermath of car crashes are so prevalent in interactive literature that I regard new ones with the deepest suspicion. A post-traumatic coma makes a great excuse for disorganized thoughts and a fractured sense of time. Marie-Laure Ryan discusses this a bit in Avatars of Story: the way hypertext and related media do not lend themselves to organized plot, and tend instead to tell plotless stories. So in their own way, the interactive post-car-crash thought-wandering is a genre trope for a set of works that would like to pretend they're above genre.

The story of "Strange Rain" is much better than most such stories.

It is mercifully specific. The protagonist is a man who is looking after his sister and her kids after the accident left the sister in the hospital in traction. His sister recently led him to convert to Christianity, and now he is dealing with the input of church members whose view on life he still finds alien. At one point, he wonders if they may decide the car accident was a demonic act.

There's lots more like this, but it's tightly themed about the problem of making sense of things. Why did the accident happen? Why do the people in the story feel what they feel? Why does the protagonist feel what he feels?

The rain and the music provide a surprisingly effective interaction point for this story. They are expressive. Tap the screen quickly and the music becomes frantic, too fast for its natural rhythm, while the protagonist becomes agitated and tries to make a decision about whether to go inside. Stroke the screen slowly to uncover his deeper thoughts, and the music slows down, the melody coming apart into individual notes. We aren't interacting with the thoughts directly, but we are interacting with the man's trancelike state.

If there's anything that leaves me unsatisfied, it's my own desire to arrive at a definite endpoint.

It's very difficult to explore the story space intentionally. "Strange Rain" does provide an achievements system linked into GameCenter, and since most of the achievements are about how much of the story you've seen so far, this is a fairly effective way of mapping progress through the game's information. It even breaks down your exploration to tell you, for instance, whether you've yet seen 100% of the protagonist's thoughts about his aunt, his sister, or his spirituality. It's a bit mechanical, but I think it's better to have some sort of indicator rather than none.

The problem (if there's a problem) is that it's very hard to pursue these thoughts intentionally. When a thought appears on the screen, you can hold and drag your finger to elaborate on that thought, or tap again to bring up a new one; but once you've elaborated a specific thought to its end, it's not as though you can look for other related ideas.

The structure of "Strange Rain" adds to the sense of incompleteness because, while the story has endings of a sort, an ending flows right into playing again. So while the protagonist does reach some temporary conclusions about his state or at least about what he wants to do next, they are erased as quickly as they're discovered, and he returns to a state of suspension and doubt.

Still, I'm not sure the fault lies with the story in this case. It might say more about me and my desire to finish things and check them off a list. "Strange Rain" is so much about the lack of resolution that it seems perverse to complain that it doesn't ever wrap up into a tidy conclusion.

Either way, "Strange Rain" is an odd and memorable work. In combination with "Ruben and Lullaby," it puts Opertoon on my short list of indies doing provocative storytelling work at the edge of gaming.

(Disclosure: I played a copy of this work that I purchased at full price. I have had no commercial affiliations with the publisher at the time of writing.)

[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 also contracts for story and design work with game developers from time to time, and will disclose conflicts with story subjects if any exist. She can be reached at emshort AT mindspring DOT com.]

Road To The IGF: We're Very Uncomfortable With The Copenhagen Game Collective

[Douglas Wilson of the Copenhagen Game Collective wants to make games that make players uncomfortable, and talking IGF Nuovo nominee B.U.T.T.O.N. to Gamasutra, he details the surprising, poignant philosophy behind abusive games.]

It began with a sex game in a dark room. No, seriously -- but the Copenhagen Game Collective isn't that kind of group, not really. Dark Room Sex Game was a very simple project: Two players take turns flicking two Wii remotes, and the game... makes low, excited vocalizations in a deep male voice.

If they can coordinate their movements, the voice escalates. The goal quickly dawns on players. It's kind of uncomfortable, and that's what its creators, Douglas Wilson, Daiana Lau and some of their friends, were shooting for.

Showing the game at exhibitions like IndieCade throughout 2008, Wilson hung out with like-minded designers, like Ruckblende creator Nils Deneken, and realized something.

He had to move back to Copenhagen, where he could find a rapidly expanding base of friends and colleagues with similar aesthetic sensibilities -- for bizarre game works that are often mean, frequently silly, and always fun and thought-provoking.

At Nordic Game Jam in 2009, Deneken and Wilson showed their "silly multiplayer flash game" (as Wilson describes it), 5 Minute MMORPG. And by the middle of the year, they had such a crew gathered that they decided to unite under the banner of the Copenhagen Game Collective. Together, they could aim bigger, they thought.

Wilson stresses that the collective is not a "company", but a "constellation" -- like a record label for video games. Deneken and a colleague have their own company, Die Gute Fabrik, and while others among the collective work at a studio they call Copenhagen Game Productions (for now; the name seems set to change to avoid confusion with the Collective), some of the projects they do are for showcases and festivals, never intended to be commercial at all.

All told, Wilson considers about ten people "core members" of the Collective, and none of them have AAA backgrounds. Rather they're mostly newly out of grad school or in research programs, a state of newness Wilson concedes may lend some naivete, but a fresh perspective is also the hope.

Together, they consider participation in and influence on the culture of the game industry just as important as making games. They stage events and curate exhibits, such as two recent events at New York City's ultra-hip Babycastles indie arcade, and they hope to host an exhibition and party at the upcoming 2011 Game Developers Conference.

Now, new audiences are learning of the Copenhagen Game Collective as progenitors of B.U.T.T.O.N. -- a project whose acronym stands for Brutally Unfair Tactics Totally Okay Now. It's one of eight nominees for the 2011 Independent Game Festival's Nuovo award, which honors abstract or unconventional games.

A true party game, it's physical, participatory and silly, pitting players against one another in a series of one-button challenges. It's simple enough that players can try whatever strategies they like to try to outwit each other; it's more a digital framework for group play than a typical "video game", exactly. Even Wilson admits it prescribes rules it's unable to enforce -- and that players of the game are able to also play with the rules is part of what makes it fun.

Recently in New York, Babycastles attendees played it while wearing t-shirts with Xbox 360 controllers taped to them. While Wilson served attendees liberal portions of Danish liquor, peculiar black licorice coins and fish on toast, players kicked off their shoes, donned the shirts and all but tackled each other in spirited competition before a giant projection screen, alongside a pounding DJ set from local chiptune artist Knife City.

You start to realize people probably need the party atmosphere -- and maybe even the booze -- to enjoy B.U.T.T.O.N. with such abandon. Players seem to have to challenge their own self-consciousness to win. Like the weirdness of Dark Room Sex Game, that comfort zone is something the collective clearly enjoys pushing, widely lauding the concept of "abusive game design". For Wilson, the "Asshole Mario" series of YouTube videos -- they show a user's playthrough of a version of Super Mario World hacked to the point of comical unfairness -- are an inspiration.

In an age that prizes intuitiveness and accessibility, and "finding the fun", why would a designer actively want to torment his players, frustrate them and creep them out? Gamasutra decided to ask Wilson all about it.

How did you decide that abusive game design was something you wanted to explore?

It all started with Dark Room Sex Game -- no joke. In 2008, the theme of the Nordic Game Jam was cultural "taboos." We realized that sex, for whatever reason, is a lot more taboo than violence, especially in gaming culture. The thing to understand is that Dark Room Sex Game isn't really a game about sex. It's a game about people's cultural perception of sex.

It was fascinating to see how embarrassed people would get playing it. Because there aren't any graphics, you and your fellow player often end up looking directly at each other while you coordinate your virtual sex. It can get awkward, especially when played in public. You think you're about to play a fun Wii game, then suddenly, bam, you find yourself having virtual gay sex with your buddy.

Around the same time, I discovered the infamous "Asshole Mario" (Kaizo Mario) videos on YouTube. Those levels made a big impact on me. Not only are they hilarious, but they're also ingeniously, inspiringly clever. To me, they felt really fresh.

I started discussing these kinds of games with my adviser, Miguel Sicart, and the two of us ended up giving a talk on abusive game design at DiGRA 2009. Since then, we've written an even longer research paper on the subject. And I'm currently writing even more about abusive and dialogic game design in my PhD dissertation, so I suppose I'm a sucker for abuse, in more ways than one!

What do designers get out of abusing their players? What do the players get out of the experience?

At its best, abusive game design can create a kind of playful meta-game -- a battle of wits and willpower between designer and player. The kind of abusive game design that interests me most is "dialogic," in that it facilitates a back-and-forth -- maybe not a literal back-and-forth, but something that feels like it, as if you and the designer were "in each other's heads," so to speak.

One of my favorite examples of this "back-and-forth" comes from one of the aforementioned Asshole Mario videos -- Stage 6, the underwater level. Right after the halfway mark, the player, R. Kiba, starts walking down a long tunnel. Then he suddenly halts; something feels wrong. We can almost hear his thoughts: This passageway is too narrow, too quiet. Takemoto [the designer] has ambushed me way too many times for me to fall for this again.

Kiba turns around, realizing that he has a second option. Taking advantage of a quirk in the Super Mario World game system, he swims underneath the passageway, below the bottom edge of the screen. Lo and behold, his instincts are proven correct! As Kiba safely swims below the screen, a bullet shoots down the suspicious passageway. Had he continued down the tunnel, he would have fallen for another one of Takemoto's traps.

Viewed in terms of the game itself, this small victory is rather inconsequential. Even if Kiba had fallen for the trap, he would have restarted at the halfway mark, right before the passageway. Having learned his lesson, he could have conquered the obstacle the second or third time around, without even having lost much time. But Kiba's victory here is not just over the level -- it is also the moral victory of predicting and outsmarting the designer. In this view, the game system and levels are ultimately just instruments employed by Takemoto, who himself looms as the "true" adversary.

Thus, counter-intuitively, I think abusive game design can help humanize gameplay. It confronts the conventional and reminds us that play is something deeply personal.

That's really interesting -- design that sees the game as a medium between creator and player, not just the player and an imaginary world.

There's a lot of precedent in other media forms for this kind of "dialogic" interchange between creator and audience. Agatha Christie is perhaps the quintessential example. In my dissertation, I argue that she was more of a game designer than she was a "writer." To read one of Christie's novels is to "play along" -- to use the clues she provides (and avoid the red herrings) to solve the mystery before the solution is revealed.

It's a kind of psychological contest. The more Christie novels one reads, the more one is able to understand how her mind works. But Christie was aware of this, of course, and she frequently tweaked her formula in order to stay one step ahead of the reader.

The Serbian-born performance artist Marina Abramovic' strikes me as another important precedent. Like Dark Room Sex Game, her Imponderabilia (1977) played on the awkwardness of sex in order to embarrass and provoke her audience. Her latest piece, The Artist Is Present (2010), aimed to foreground the interaction between artist and audience. This is what abusive game design is all about -- shifting the focus away from individuals and towards the relationships between them.

When you think about it, a lot of things could qualify as "abusive" that are simply bad design. How do you find the line between design that is consciously, thoughtfully brutal and things that are just poorly designed?

Yeah, that's the million dollar question, isn't it? Miguel and I write a little bit about this in our research paper. It's a question that haunts the design research literature (see the work of Bill Gaver or Phoebe Sengers). If you're deliberately designing for frustration or confusion, how do you distinguish "good" frustration from "bad" frustration?

As I see it, abusive game design is all about successfully signaling intentionality to the player. Battletoads is the quintessential example of a game that's way too difficult, but I don't personally consider it "abusive" because it feels more "buggy" than it does purposefully-designed.

By contrast, when you play Kaizo Mario, you really feel the presence of the designer -- that whoever made the game is specifically "out to get you." This is partly a matter of consistency. At almost every turn, Kaizo Mario bucks common usability conventions, and in very showy ways. It doesn't feel accidental. The game even explicitly taunts the player, i.e. through its dialog boxes.

It's no coincidence that Kaizo Mario is a mod of an existing game. Super Mario World provides a perfect foil against which to surprise the player with untraditional design. The abusiveness feels very intentional because it's juxtaposed against a familiar reference point. It's no wonder, then, that other "masocore" games like I Wanna Be The Guy frequently reference classic video games. These games convey a strong self-awareness.

Ultimately, the clearest indicator of a successful abusive game design is that the player feels like they're playing against a particular person (or team of persons), and not just against a game system.

That said, we should remember that "success" here is very subjective. Different players will experience the game in different ways, depending on their background and the context in which the game is played. For this reason, it often behooves abusive game designers to target their games to specific contexts or specific audiences.

When it comes to B.U.T.T.O.N. specifically -- how did you come to that project, and what was the process like going from conception to IGF?

B.U.T.T.O.N. was originally conceived at a birthday party in January 2010, in an impromptu fashion. Some of us were sitting around drinking, and we got to chatting about the GAMMA IV contest. The contest constraint was to design a game played with only one button.

Without any prior plan that we were going to brainstorm a game, we stumbled upon an amusing idea: to subvert the contest constraint, we could incentivize players to push each others' buttons. Both literally and figuratively.

Later that month, we would prototype the game late one night at our annual retreat on the west coast of Sjaelland. The very first playtest ended in hysterical laughter. Immediately, we knew we were onto something.

At the time, I don't think any of us realized how far the game would eventually take us. On the surface of things, it's such a stupid game -- a silly "wouldn't-it-be-funny-if..." side project, initially prototyped in only a weekend or two. But we kept working on the game as we showed the game and more and more exhibitions. Now, to find ourselves nominated for IGF... it's quite surreal.

We recently released the game on Xbox Live Indie, and we'll be releasing a PC version soon (stay tuned). We're also considering spending some time to make an expanded version of the game for PS3 and/or the Wii. We have some pretty amusing ideas about how we'd incorporate motion controllers, and we'd also like to utilize peripheral input devices like dance pads and drum sets.

Let's say someone picks up your game, fails at it several times and says to you "I don't get it." What do you tell them?

This is a fair reaction, and I've definitely witnessed it myself while demonstrating B.U.T.T.O.N. One of the first times I ever demoed the game was to a morning workshop at my university. Suffice to say, it was entirely the wrong context.

This is the downside of trying to get people to play console games in a very non-traditional way. It's difficult to challenge people's gaming habits, especially when they've been ingrained over years and years. Then again, I think that's also the appeal of the game. B.U.T.T.O.N. feels subversive precisely because it asks the player to do all sorts of things that aren't really so kosher in "normal" console games.

Ultimately, I'd urge prospective players to try the game in a party setting. People are often skeptical at first, but tend to warm up to the idea after their first chaotic skirmish over the controllers. Really, it's all just an excuse to cheat and roughhouse your friends.

What function do you think abusive design tactics can serve for the larger game design creativity and knowledge-base?

As I see it, abusive game design is a reaction against both "user-centered" design, which privileges the player, and the "auteur" paradigm, which privileges the designer. Abusive game design, at least when it's successfully dialogic, is all about the dance between player and designer.

More generally, abusive game design practice pushes designers to strive for originality. To jar the player out of their typical mindset and into a dialogue with the designer, the game has to do something fresh. Abusive game design thrives on the element of surprise.

It's for this reason that "masocore" games no longer seem so abusive these days. At this point, devious platformer games are almost a cliche in the indie world. As I see it, there are a lot more untapped opportunities in the design of "socially abusive" games. This was our attitude while designing B.U.T.T.O.N. , at least. Our aim was to coax players into "acting the fool" in front of each other, and to get them to enjoy doing so!

Any other ideas you think are important to help people get to know you?

Beyond just abusive game design, I've also become quite interested in intentionally "broken" games. For example, I'd call B.U.T.T.O.N. a broken game because it prescribes a set of rules it can't possibly enforce. In addition, those rules are quite ambiguous. For example, how much physical contact is allowed? How do you define a "step" back? And how slow do you really have to move during the "slow-mo" round?

When we play a computer game, we typically expect the computer to carry out the rules for us. So, when such a system so egregiously fails to enforce the very rules it decrees, it gives a distinct impression of brokenness, as if the system were somehow defaulting on its end of the bargain. We, the players, are forced to pick up the computer's slack.

With the advent of input devices like the Wii and the Kinect, the trend seems to be to use cutting-edge technology to monitor and systematize the physical space in front of the screen. This is all well and good, of course, but broken games offer an alternative, more low-tech strategy for designing physical gameplay.

Sometimes, the most enjoyable games are the stupidest ones -- the ones that encourage players to improvise their own rules.



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