Arcade Berg Game Designer

25May/107

Game Over

Posted by Arcade

  • 240 posts.
  • Over 400 comments
  • And more readers than I'd ever hoped for.

Things are going well for this blog-site-thingy, so why not stop while I'm ahead?

Due to several circumstances, of which most of them are very positive in fact, I'll be closing the site. All the current posts will remain and I'll leave the commenting system online, but there will be no more Game Design posts in any foreseeable future.

Back in 2008 I started this site as a way to think out loud about my passion for game design and it has helped me in many ways. Because of having a "pressure" of having to write posts, I've been constantly stimulated to have an analytical mindset to everything and to actually organize my thoughts to be able to convey them. This techinique, intentional or not, has worked wonders and I think I've "learned" more during this time than I would have if I hadn't run this site at the same time.

During my first month I had 19 unique visitors... The following month I had 404. By now I have more than 10 times that, and considering it's a one man show about someone who's just writing whatever he feels like, I'm satisfied.

In fact, I've even been surprised when I've been meeting people in the industry and they've actually read my blog and enjoyed it. I'm not saying they've learned from it because I don't know.

I actually have a long list with topics I wanted to write about, and some drafts with almost finished texts, but I guess they'll have to be my little secrets.

But as mentioned, this is the season finale. I can't go into much detail at the moment, but there are good reasons for me to not continue doing this.

What I really want right now is to thank each and every reader during this time. You've been what's been motivating me to write and it's resulted in my Level Up!

Thank you!

I hope to be seeing you again, somewhere, sometime. Dun dun dunnn!

Or is it, "Press Start to Continue"? ;)

20May/100

The “Designing Producer”

Posted by Arcade

What a title actually means differs from company to company; especially the title of designer.

First a quick description of the title "level designer". You never know what a level designer does at a company untill you ask. All you know is that it's level creation related.

The thing is, at some companies a level designer does everything in regards to creating a level. They plan the design, create the graphics and implements the layout and gameplay scripting. At another company, there are different people for scripting and creating the actual game worl. It's most common to have dedicated graphics artists to make the art as well.

Anyway, what I wanted to discuss was the role of the designing producer. Some large companies merge the roles of producer and the role of game designer.

Producer:

  • Makes sure stuff are made in time.
  • Keeps track of the big picture.
  • Communicates with all disciplines (design, code, art, etc.)
  • Says: No, we can't implement that, it'll take too much time!

Designer:

  • Handles the creative imagination part of the game.
  • Keeps track of the big picture.
  • Communicates with all disciplines (design, code, art, etc.)
  • Says: We must do this, it's gonna make for a much better game!

So, by looking at my lists of what I think they do, we can see that they both share two critical tasks. They both keep track of the game as a whole and they both must talk to everyone, to make sure things are running smoothly and act depending on the status.

With this in mind, it would be wise to have the multi-class Designing Producer guy, because you don't have to worry about the communication between producer and designer and you might need less people.

The fact that the producer keeps track of the time and the designer handling the creativity doesn't necessarily work against each other, so no problem there.

But here's the problem, the last point of each role. The producers main job is to say no to doing things because it cost time and money, while the designer must push for the good stuff and really argument for having them made to create the best game possible. This "battle" is the constant struggle of measuring the "bang for the buck". Usually, the producer has the final say.

By now, one would think that then of course, you can't have a designing producer because it defeats the whole purpose of the producer and the game will never be finished in time, or finished at all, because the designer will always want to do more stuff and iterate them to make them better.

Hi, I'm a Producer

And here it is, at last, my opinion. The opinion that shapes worlds, the opinion that cures cancer and make blind people see again. I personally, am not too fond of the designing producer idea overall. However, I do think it works if, and this is a big if, you can find the right people for it. I think it requires very skilled people who are very honest with themself and with the project.

A designing producer can save a massive amount of time, because they can make decisions on the fly. The discussions and bickering between designer and producer can be held inside the head within a few minutes instead of out loud for several hours or days.

The issue at hand is that it's incredibly hard not to be more of one than the other. Me for example have often had the role of designing producer during many projects at the Game Development at the University as well as during the spare time. I'd say I do a decent job, but there are times I'm way too much of a designer and other times when I'm way too much of a producer.

Okay, so I've blah blah blah'ed quite a bit now. Summary; in general I think it's not a wise choice to have the designing producer, but if, IF, the right person assumes the role, it's a very good thing.

16May/100

PowerPoint Games

Posted by Arcade

I helped my girlfriend with using PowerPoint earlier and while screwing around with the animations and triggers it hit me that you can make for some decent kiddie-games in PowerPoint. And since then, I can't stop thinking about it. I tried going to sleep but I just lied there making plans for an adventure game that would be possible to do using nothing but PowerPoint. It's awesome!

It has support for graphics, sound effects, triggers, mouse clicks, timing and text as output well as input. With all those tools, you should really be able to do something!

So I just got up again, it's the middle of the night and I've been googling. There are actually quite a few educational PowerPoint games out there but they all seem to... Suck. Hard. Big time. That's too bad really. But one could ask, why make a "game" in PowerPoint when there's Flash, etc. My answer is; because of the fun of it and because it's possible.

I'm gonna prototype!

Update: 45 minutes later and I got a prototype "up and running". It's just a proof of concept, but it does what it's supposed to. You can click on the door, the lock, the key and the window with the ladder. You can climb out, get the key and unlock the door. Feel free to try it. Nothing fancy. I'm happy, maybe I can finally get some sleep.

Download The Castle Game

http://arcadeberg.com/files/2010/05/The-Castle-Game.pptx (16/5/2010)

Actual in-game screenshot. No post processing!

13May/105

Bulletstorm Videos

Posted by Arcade

I'm heading over to PCF/Epic in about a week and I just can't wait. Not after they've finally released a video of the glorious thing that is the game!

http://www.gametrailers.com/game/bulletstorm/13025

And:

This is some good shit, lemme tell you!

9May/100

The Humble Indie Bundle

Posted by Arcade

Packing, getting rid of stuff, making arrangements. I'm completely swamped with stuff about preparing to go to Epic (PCF), but I absolutely must tell you about the Humble Indie Bundle.

http://www.wolfire.com/humble (9/5/2010)

It's a bundle of cross-platform indie-games that you get for... Whatever you feel is reasonable. You pay what you want. It's just that easy. I didn't pay $80, but I paid something. You get to chose where the money goes, and I chose that everything should go to the developers.

It's a very interesting "business model".

Sorry, no time to write anything more. Just took a few bookshelfs apart and now it's time to pack a few boxes. I hate this part...

4May/103

Are we allowed to skew the trailers?

Posted by Arcade

I've waited long enough now. I went to see the movie Kick-Ass on the day of its premiere but was too afraid to bring spoilers that I've been waiting with this post.

So basically, if you haven't seen Kick-Ass yet:

  1. You should.
  2. You might not want to read this post if you don't like spoilers.

Something that seems to be more and more common nowadays is to have the traileres for movies to be different from the actual movie in one way or another.

For example; some movie trailers for Inglourious Basters (best movie of 2009 IMHO FYI) had scenes in them that weren't in the movie. But the real kicker is Kick-Ass.

SPOILER ALERT

The trailers keeps presenting the character "Red Mist" as one of the many heroes in the movie while in the actual movie, he's a villain.

This was brilliant!

The trailers were still good enough for making me want to see the movie and once in the theatre I had no idea what was gonna happen because of the skewed perspective I'd previously been fed with.

There were also some other scenes that they'd changed the order of making it seem like other scenarios than they actually were, like when "the girl" said that she would definately sleep with Kick-Ass. The trailer makes it look like she doesn't know who he really is, while in the movie she does and it's a flirt with him. (That scene is not included in the embedded trailer.)

SPOILER END

So here's my question:

Can we do this with video game trailers as well? If so, would it be "okay" or would the consumers get angry? And can we only do it with the story and presentation, or can we skew the gameplay a bit as well, making it look more like an adventure game when it's really all about tearing limbs from enemies while bathing in blood?

http://www.imdb.com/title/tt1250777/

1May/101

The acceptance of Video Games

Posted by Arcade

It's not something new for the year 2010, but I love the fact that we can see video game culture pretty much everywhere. Not as much as with movies and music, but we're getting there.

There was a sort of parade in Gothenburg yesterday where students made their carts and stuff and even though most of it was utter crap, there were some things that really made me smile; like seeing Luigi driving in Mario Kart and giants goombas.

Maybe we can't count students as the general public, but I still enjoy how the media grows and how almost everyone, young as well as old ones enjoyed and understood most of it.

I wanted to jump it!

Even some Farmville-references were there.