Learning Game Design with Arcade Berg

18Feb/105

What is a game designer?

Ten days without posting, I must be dead! No, but I've been abroad to a couple of places and just got home and I'm about to crash into bed. I just wanted to tell you one thing first.

While being abroad I met with a game developer student, recently graduated. It was pretty much random that I met him and I didn't know who he was. We introduced each other and we talked about our diciplines of development. He told me that he was a character artist and I told him I'm a game designer. That's when he said to me:

- Game Designer? I do not know what that is.

I was totally in shock and didn't know what to do. I tried explaining it and I think he eventually understood it somewhat. But apparently, some game development schools have a long way to go....

But I've been thinking about a few things while being away. So tomorrow I'll make sure to write a couple of posts (published every other day) about:

  • Uncanney Valley of Gameplay
  • One hand games
  • Beat Boxing
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8Feb/102

Me in German!

Back in late 2009 I wrote a post in which I presented an actual level design test that I got from GRIN and that led me to getting my first job as a professional designer. I've recieved a lot of positive feedback for it, both here and via other ways.

http://arcadeberg.com/causerie/an-actual-level-design-test/ (7/2/2010)

I recently got contacted by a German level design portal asking if it was okay to translate it into German and post it. Of course it was more than okay!

http://www.realize-portal.de/ (7/2/2010)

So here we are; me in German!

I don't even know what that means. I hope it's not something mean.

http://realize-portal.de/viewtopic.php?f=26&t=480&sid=eb648d20fe157884fc65838414202c8b (7/2/2010)

I'm international!

Calling code: 49

6Feb/100

Yes, make design recommendations

I recently got a link from a friend:

http://johnnyholland.org/2010/01/06/my-recommendation-stop-making-design-recommendations/ (6/2/2010)

It basically says that one shouldn't make design recommendations, because it's likely that the product will turn out worse and/or they'll lose faith in you. Now, I think his arguments are sane and understand how he means, but I disagree. He says:

Making recommendations is an easy out. You say, “Do this. Change that.” then wipe your hands clean of it. If they don’t do it, they’re obviously idiots. If they do, you’re brilliant. The best case scenario is they follow your great recommendation and it improves the design. But it turns out, that only one out of four possible outcomes.

- Jared Spool (6/1/2010)

And then he shows this table:

Risky situation.

Now, his point is that there's only one result that's good for you, one neutral and two bad. Hence, you shouldn't make recommendations.

I disagree, because I think that's a cowardly way to act.

The way I see it is that there's a 50/50 chance that the design will turn out better, so there's nothing to stop you there. And hopefully, you actually think you're recommendation is good and it will turn out as in the green box. And since the only way to achieve the "good ending" is to actually come with a recommendation (assuming you have one you believe in), I think you should do it. Risk vs. reward.

But then again, you have to believe in your idea and that's what he discuss in the "Bet your salary"-section, but I think he's a bit to careful.

No pain, no gain?

2Feb/100

He’s THE Shepard

Funny thing.

I started playing Mass Effect 2 last night and I imported my character from Mass Effect (1).

During my play-troughs of Mass Effect, I've always been a bit bothered with the looks I set for my character, because his hairstyle is a bit glitchy sometimes. In some cut-scenes there's some major clipping going on. So yeah, that's always been annoying me.

After having imported him into Mass Effect 2, I got the option to keep or change the appearance of him and guess what; I just couldn't bear with me to change it. I just couldn't. Because for me, that guy with the glitchy hair is commander Shepard and we've been together for more than 50 hours already, so I can't just change him for my Mass Effect 2.

Well done Bioware!

1Feb/102

Global Game Jam Game

*Phew* Global Game Jam in Skövde, called GSP Games ended last night after 48h.

It was fantastic and incredibly fun! We didn't win, but I'm still very proud of my group of four (or five, depending on how you look at things) people and the game we somehow managed to get done.

We call it Illusive Escape and it can be played online here:

http://arcadeberg.com/ggj2010/illusive_escape.html (1/2/2010)

You control it using only your arrow keys. Btw, it has gamepad support if you have one hooked in to your computer.

(If you don't have the Unity web player yet, you'll be asked to download it. It's safe, small and you don't need administrator rights to install it. You don't even need to restart the browser once done.)

Our awesomely awesome title screen. The text was "slapped on" in the last second before deadline.

The theme we had to follow when making the game was "Deception" and we decided to implement it into the game's setting. You're an evil magician helping prisoners escape from jail. But while they're trying to escape you have to dress them up as guards, so they can safely pass the gates without being shot.

We also had to implement a monkey, a donkey or a key; so we have some prisoners riding donkeys and keys for locking gates (so you can predict the prisoners more easily).

In addition, we weren't allowed to use too many colors or include any text nor numbers. That is, if we wanted to earn a couple of "developer achievements".

I slept for a total of 4h in the 60h, but that's the power of energy drinks I guess.

That's it for now. I'll type a short post mortem later but right now, I just wanted to show the game we made in less than 60 and give a big shout out and thanks to the great group I worked with!

29Jan/100

GSP Games is about to start

Super quick post!

In a couple of hours GSP Games (Swedish part of Global Game Jam) will start in which I'll compete as a designer. You get 48 hours to develop a game. I'll do some twittering if time allows. Wish me luck!

http://arcadeberg.com/misc/global-game-jam/ (a previous post about it, 29/1/2010)

28Jan/102

iPad as a gaming platform

Finally, Apple's tablet is announced; the "iPad".

http://www.apple.com/ipad/#video (27/1/2010)

iPad... I don't like the name.

I'm so very disappointed in so many ways that I won't even go into to it here, because what I want to focus on is gaming.

I think the iPad will be an awesome gaming platform! One could argue that whatever it can do, you can do on an iPhone but I disagree. Size does matter!

I want to play adventure games on this baby! And pretty much every other genre as well. I can see so many great games requiring you to use both your hands for.

For a long time I've had a design for a (great, of course) game without having a fitting platform for it. The way I imagined it, it would be for Wacom-people, but that never felt ultimate; this does! So what I need now is one or several iPad-programmers and an artist, then we're on a roll!

And here's a thought. There's a keyboard dock (thank you!) for it. Does that mean we can do games that require a keyboard? If so, that's great and open up for even more possibilities!

I'm not sure yet whether to buy one or not. There are so many down-sides, and seriously, no flash!? But I so want to develop for it!

Look! It's a really, really, really gimped laptop!

wtb rock, plz!

26Jan/100

Don’t dismiss YouTube

At a lot of work places it's not very liked when people start watching YouTube  on their work computers. And to be honest, that can be an issue at game developer offices as well when there's been one too many Lonely Island-videos shown and a few too many people gathering around the computer. But while some companies block some sites like YouTube and Social Networks, blocking YouTube where a designer or an artist work, would be incredibly stupid.

I don't know how many times I've, my designer friends and artists use YouTube since it's such an incredibly simple way to check up references.

  • How high does Mario jump in SMB3?
  • What was the tune in the first level of Syphon Filter?
  • How close is the camera in Gears of War?
  • What effects are shown when hitting an enemy in Mini Ninjas?

Anything and everything can be found in just a little while, instead of getting the game, playing for two minutes and then you're done with it. Analyzing pacing, art, effects, audio. Most of it can be done to a certain extent with just video and audio.

Just wanted to get it out there, because I hear a lot of skepticism about watching YouTube while at work.

22Jan/100

THE Game

I lose!

Congratulations. You are now playing the game (if you weren't already).

The Game is very simple.

  1. You are always playing the game.
  2. Every time you think about The Game, you lose.
  3. Loss of The Game must be announced.

And now for some copy/paste from Wikipedia so I don't have to type in the same thing:

The Game is an ongoing game, the objective of which is to avoid thinking about The Game itself. Thinking about The Game constitutes a loss, which, according to the rules of The Game, must be announced each time it occurs. How to win The Game is not defined in the rules; players can only attempt to avoid losing for as long as possible. The Game has been described alternately as pointless and infuriating, or as a challenging game that is fun to play.

[...]

Some players allow a grace period of 30 seconds to half an hour after someone has lost, during which a player cannot lose The Game again, or is not obliged to announce a loss[1] This is done in order to prevent a perpetual loss of the game.

- http://en.wikipedia.org/wiki/The_Game_(mind_game) (22/1/2010)

I honestly, as a game designer, think that The Game is brilliant. I've been "playing" it for years and losses can take anything from a few hours to several months to occur. The clever thing is that really, once invited you can't not play, except that you can refuse to announce your loss. But this is just like the Polar Bear trick:

- Don't think about Polar Bears.

Now you're thinking about Polar Bears!

Even the people who refuse to partake in the game and hence don't announce their loss, when they actually DO think about the game, they also think "I lose".

One could argue that the whole thing is stupid, and maybe it is, but there's actually some things to study and learn from here. There are three easy rules, it spreads like the plague, never ends and you're constantly playing.

Sorry, but you're playing.

18Jan/100

Hello There

Today I had my first day over at my new part time work place as a designer. It's a Gothenburg-based company that does games for training and marketing. I think it's a really great and important experience for me to try and do things that aren't "just" games for fun, but having to keep a few more variables in mind, such as learning.

Well, I suppose it's not my first, first day as I've been there before on a few meetings but whatever.

It's going to be a great learning experience, of that I'm sure. And really, that's what I'm looking for.

I still have a healthy relationship with Outbreak Studios and will help out there as much as possible.

http://www.HelloThere.se (18/1/2010)

That's what they do.