The Humble Indie Bundle
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...
When Epic met PCF
I promise I won't just post things about Epic/PCF but this article is too good in its timing and content, so I can't help but share it with you.
http://gameinformer.com/b/features/archive/2010/04/21/when-epic-met-people-can-fly.aspx (22/4/2010)
I didn't see the doll when I was there the last time, but I'll make sure to shake her hand when I meet her.
EDIT: I removed the video, as I can't seem to get the embedding to work. You'll just have to follow the link and watch it.
We’re Super-Empowered Hopeful Individuals
Since you're here I suppose you're a gamer of some sort. Maybe even one that plays online?
Either way; you play games.
And you know what? You're great! You can solve the worlds problems.
In a TED-talk by Jane McGonigal, a researcher and game designer, she explains how we're super people. Apparently, I'm a virtuoso. I like that. Someone who is dazzlingly skilled in any field. I wonder what my field is?
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html (25/3/2010)
Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.
- TED.com
Even if she might seem a bit "out there" and overly optimistic at times. I do agree with her as it has long been a fact that we do learn stuff from games.
The clip is 20min long and it'll make you feel good about yourself. TED always beat random YouTube:ing.
Make It A Bonus
There's a short article at Gamasutra about some of Blizzard's Design Concepts that I think is definately worth a read.
http://www.gamasutra.com/view/news/27640/GDC_Blizzards_Core_Game_Design_Concepts_.php (18/3/2010)
Many of the things they talk about are "common stuff" and maybe even quite obvious, but as noted:
Some may seem obvious, but often it is the obvious advice that we tend to forget about first.
- Frank Cifaldi, Gamasutra
But the main reason I wanted all of you to see this was because of the very last of them, which i think is brilliant in its simplicity. It refers to reward and punishment as I'm a big fan of exploring.
Make It A Bonus
As designers, say Pardo, there is a natural tendency to worry about punishing the player rather than rewarding them, but a clever designer can play with a player's psychology and turn it into a bonus.
Pardo related an example of World of Warcraft's rest system: when the game launched, players were punished for playing too long by having their experience gain percentage drop from 100 to 50 percent after a couple hours of play.
Beta players universally hated this idea and were screaming bloody murder," said Pardo.
The fix? Turning this into a bonus scenario instead. Players now start at 200 percent experience and drop down to 100 percent. It's the exact same mechanic, but now it's a bonus instead of a punishment.
It's nothing new that the guys over at Blizzard often makes the right design decisions but this is easily amongst my favorites!
And while I'm linking to Gamasutra articles and trying to sound clever anyway, I might as well give you this one too:
http://www.gamasutra.com/view/news/27638/GDC_Infamous_Open_World_Trickery.php (18/3/2010)
It's about how a small team managed to create the huge environment you see in Infamous (Sucker Punch). They're using a hexagon-system and making sure to limit the line of sight.
In Infamous, all of the street intersections are "Y" shaped -- this is a natural effect of the hex-based layout, but it also means players can't look straight down a long street. "If we provide really long sightlines, you get bored running down the street," Fox said.
Not only does it help with the gameplay, it's a lifesaver performance-wise as well. It's common to do it like that. We (GRIN) did it for Terminator Salvation as well.
Happy reading! Now I gotta finish the "Hitting and Getting Hit"-chapter in the Iskall GDD.
Five books about games
One of the good things from back while studying game design at the University 2005, was that we got some good tips of books to read. Some which were not so very helpful and some that were really great!
One of the books was "Theory of Fun" by Raph Koster, and whenever there's talk about game design and books, this book is mentioned.
There's a site called FiveBooks which choose an expert within a topic and then lets him pick the best five books regarding the subject. Their tagline is "The best five books on everything."
They've now published a list of five books about games, and guess what; The first book is Theory of Fun. Regardless, there are four more books on the list and while I haven't read any of the other four I would really like to recommend them, as they seem to hold great information and lots for you (and me) to learn.
http://five-books.com/interviews/tom-chatfield (16/3/2010)
The books are:
- A Theory of Fun - Raph Koster
- Homo Ludens - Johan Huizinga
- Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot - Julian Dibbell
- Playbooks and Checkbooks - Stefan Szymanski
- Flow: The Psychology of Optimal Experience - Mihaly Csikszentmihalyi
I'll personally try and get my hands on the one about Flow first.
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.

















