Sporadic Play
Today I found a really interesting text about Sporadic Play on Raph Koster's blog. Raph is a persistent world game guru and has made games like Ultima Online and Star Wars Galaxies.
http://www.raphkoster.com/2010/03/10/gdc10-sporadic-play/ (11/3/2010)
In it, there's a lot to learn about how sporadic play works, some pro and cons and even some tips about how to make it better.
It's a lot about how we can make players feel attracted to the game because they don't have to spend a lot of time with it per session. Heck, they can't spend a lot of time with it.
I don't think it's a bad thing to spoil the ending, instead I think it's a good tease to make you read the entire thing:
Sporadic play has been around for hundreds of years. It can be integrated into many types of games. It can be used to create companion experiences for existing games. It can help small developers extend their content, and it respects the players’ time.
Another thing. Since the movie "The Hurt Locker" won a bunch of Oscar's, I watched it yesterday and maybe it's just me... It's probably just me, but I think Jeremy Renner, the guy playing the main character looked just like David Jaffe (creator of God of War) and that thought stuck with me during the entire movie.
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!
http://realize-portal.de/viewtopic.php?f=26&t=480&sid=eb648d20fe157884fc65838414202c8b (7/2/2010)
I'm international!
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:
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?
Special Effects
I'm pretty much all about the gameplay, but I can't deny that it's all that matters in a game. There are many more aspects of a game that needs to be done right for a great gaming experience. Graphics, Audio, etc.
After all, what a game is, isn't a box of gameplay, but an experience to be had.
I played the Bayonetta demo yesterday. I had absolutely no expecations for it, but I must admit that I loved it. It's over the top in every way, estetic, extreme effects, blood, gore, extreme violence and japanese soft porn, all at once!
When I was checking up on the game earlier today online, I found a really interesting blog post from their effect designer; Kudo.
He makes a really good point on how important effects are for a game.
Bayonetta’s weapons, the impact of the hits, the enemy attacks, the smoke flowing out in the background, etc… When you have effects on, I think you can see that things seem more exhilarating, enemy attacks are easier to understand, and the atmosphere is played up more, amongst other things.
- Kudo, PlatinumGames
He also presents two videos with basically the same content, expect that one is with effects and one is without.
I'll embedd them here. The first one is without effects, the second one is with the effects included.
One cannot look at both videos and deny that there's more to a game than just gameplay. In fact, in the case with Bayonetta, I'd say the effect design is a huge part of the game. More so than in many other games.
If you want to read the original post, head over here:
http://blogs.ign.com/SEGA_Bayonetta/2009/12/15/134195/ (20/12/2009)
Heck, before playing the game I wasn't a fan of the character (visual) design at all, but after playing it, I even like that. It all fits together and the way she's extreme in everyway is just right. It all adds up to a gaming experience!
How it all started for Tim Schafer
Tim Schafer, the guy behind Grim Fandango and one of the key persons for Monkey Island. He's written a funny post about how he got into the industry 20 years ago.
I really recommend it: http://www.doublefine.com/site/comments/twenty_years_only_a_few_tears/ (8/10/2009)
What amazes me the most is that he actually got rejection mail on paper! Paper, that's high quality stuff! All we get nowadays are e-mails.













