Learning Game Design with Arcade Berg

18Mar/100

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.

Blizzard

Blizzard

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!

Sucker Punch

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.

4Jul/090

Featured on Gamasutra

I'm very pleased to have found out that my Terminator Salvation analysis which I also posted on Gamasutra's Blog is now featured and is shown on Gamasutra's Frontpage. I'm thrilled!

3Jul/0916

Terminator Salvation – Game Design Analysis

Getting less than great reviews, the Terminator Salvation video game doesn't seem to be a favorite amongst the reviewers out there.

Reviewers tend to write subjectively about their experience with the game, as should they. I decided to write an analysis of the game, looking at different aspects of the game and comparing them to basic game design and simple cognitive psychology. It discusses both bad and good things alike, even though it might be leaning more towards one of them.

Since it's pretty big with around 4500 words, I've decided not to copy-paste it into the blog as I doubt you'd have the patience to read it. Therefore I offer you three ways to do it:

  1. PDF-download: http://arcadeberg.com/files/arcade_berg-terminator_salvation_gd_analysis.pdf (29/6/09)
  2. Issuu-link: http://issuu.com/Kizo/docs/arcade_berg-terminator_salvation_gd_analysis (29/6/09)
  3. Read it here, embedded from Issuu!

And please, leave a comment letting me know what you think. I'd greatly appreciate it.

30May/090

Terminator Salvation

It's been out for a little while in the US but finally, yesterday Terminator Salvation hit the stores here in Sweden/Europe as well!

It's as many of you know the game I've been working on the majority of my time at GRIN.

Finish the game and you'll see my name in the Level Design-section of the Credits. Or if you don't want to bother finishing it, just use the credits function in the options menu. Anyhow, I'm in there!

Thanks to this release, I can finally republish some of my older posts that were removed way back.

Finally, a released game on the resumé!

 

Terminator Salvation, PC, Xbox 360 and PS3.

Terminator Salvation, PC, Xbox 360 and PS3.

25Dec/080

Amazing 2008

  • LittleBigPlanet
  • Metal Gear Solid 4: Guns of the Patriots
  • Fable 2
  • Mirror's Edge
  • Fallout 3
  • Castlevania: Order of Ecclesia
  • Grid
  • Grand Theft Auto IV
  • Patapon
  • Valkyria Chronicles
  • Castle Crashers
  • Bionic Commando: Rearmed
  • Mega Man 9
  • Super Street Fighter II Turbo HD Remix
  • The World Ends with You
  • Final Fantasy Tactics A2: Grimoire of the Rift
  • Soul Calibur IV

... And many, many more! This year has delivered a huge; gigantic even, pile of amazing games! I remember thinking that last year was a great year for gaming with games like Bioshock and Call of Duty 4, but damn, this year has been nothing short of superb!

I would go as far as to say that this has been among the best year of gaming ever. Right now I can't think of any other year with so many great games.

'97 was great too, with games such as Diablo, Mario Kart 64, Castlevania: Symphony of the Night, GoldenEye 007, Final Fantasy VII, Fallout, Grand Theft Auto, The Curse of Monkey Island, Quake II and Gran Turismo.

Following '97 was of course '98 with a some super games including StarCraft, Fallout 2, Metal Gear Solid and Grim Fandango.

As I said, last year was great, this year was even better. If next year tops 2008, it'll be a true haven for gamers! We already know of some games like Bionic Commando, Street Fighter IV and of course Terminator Salvation (woohoo!).

I can't wait to see what 2009 will have in store, but at this rate I'll doubt I'll get disappointed.

Bionic Commando

Bionic Commando

21Dec/080

My first – The Trailer

After the Terminator-game I'm working on had been announced I was indeed happy, but then the next urge presented itself.

I wanted people to SEE what I was working on!

When were we gonna release some sweet screenshots of the game, or even better; a trailer? It would take about three weeks before that happened. When we heard that the first trailer was gonna be shown at the Spike Awards I was yet again psyched!

I hadn't seen it myself untill it arrived at Gametrailers.com.

http://www.gametrailers.com/player/43638.html SD-version
http://www.gametrailers.com/player/43637.html HD-version

(Movies available 18/12-08, embedded in "My Game - The Trailer", http://arcadeberg.com/projects/my-game-the-trailer/ )

Every morning when I get to work I browse to Gametrailers to see what's new while starting applications, during breaks, etc. When Terminator was there on the start page my smile reached from ear to ear.

After watching the trailer I was both extremly pleased and very disappointed. I was disappointed because there were moments when I thought "No, why did they show that instead of that.", "Why did they do it like that?" and "What were they thinking?!". But at the same time I was really happy with it. It looked good, showed off some enemies, some gameplay and the graphics. What more could I ask for?

Now when people want to know more about the game than the title, they watch the trailer. They can get something tangible!

It was great fun reading the comments for the trailer afterwards, as described in my post "My first - Reading the comments" (http://arcadeberg.com/causerie/my-first-reading-the-comments/ , available 18/12).

I bet that with every trailer that comes with every game I'll ever work on those good and bad feelings will reappear. Of course it could have been better and of course it's still nice to show it!

I spy... A Swedish Terminator?

I spy... A Swedish Terminator?

18Dec/082

My first – Announcing the game

When I was hired "back in the days", of course I'd signed an NDA, a contract forbidding me from talking about the game we're making.

The secrecy in some ways feels really cool. It might be the child in me, but it's nice to know that you know something everyone around you wanna know. And of course it feel cool to say:

- Sorry, I can't tell you.

But often it was annoying not being allowed to talk about it. Of course I wanted to tell all my friends that I was working on Terminator. It's friggin' Terminator!

Me, as well as many of my friends at work waited everyday for it to be announced. Where? When? How? When can I finally tell people!?

Then BANG, the game was announced on November 20th by Warner Bros. And let me tell you, it felt gooood! Shortly thereafter people starting contacting me on Skype and stuff like that. Some saying congratulations while some asked if that was the game I was working on. Being able to say "Yes" was such a relief!

Today when people ask what game I'm working on, instead of saying "I can't say" I'll say "A new Terminator-game" and people then immediately understand what I'm talking about.

I'm guessing it will be just as bothersome not being able to tell anyone about my next project either and I also think that the announcement of that project, whatever it is, will be just as exciting.

Do you really get "used to it" so it's not that big of a deal anymore? Actually, I hope not. I enjoy getting pumped for these kind of things!

I'm working on Terminator!

Something is not quite right...

Something is not quite right...

17Dec/082

My first – Reading the comments

I'm so incredibly happy that the Terminator Salvation Game has been announced, so I can finally talk about what I'm doing. Well, at least what game it is.

I've been psyched about the recently released trailer as well, so people would finally get to see it! Of course, since this is my first game within the professional industry it's extra special. First announcement, first trailer (see earlier post) and let's not forget, the first time for me to read about what other people think of the game!

Today (or yesterday, depending on if you base it on the time or sleep/wake-cycle) I've read all the comments for the trailer on Gametrailers.com, all 39 pages (now it's 43 pages). It was an amazing feeling. People are speculating, complementing, trashing, hyping, complaining, praising the game at the same time!

I find it awesome that the trailer has had over 100'000 views and over 1000 people has voted, rating it at an average 8.4.

I really took notice of how "everyone is an expert" on Gametrailers and how everyone has to be better than the previous one. People are sure the game is running on Engine X, while some are saying it's running on Engine Y. Meanwhile, someone else is sure it's using the Engine Z. They can't all be right, can they? Is anyone of them right? They say the game looks like Gears of War, Fallout 3, Uncharted, Resistance and pretty much every other game you can think of.

Based on a few seconds of gameplay the users there seems to know everything there is to know about the game. Simply amazing.

About 1/8 comments seem to be written by someone not just out to flame, trash or be a "keyboard tough guy".

My favorite comment though is from "MasterDarknessx", in response to the following from "alfredofroylan":

Hooray another futuristic shooter. Well at least this one has a nice character the T-800

MasterDarknessx response was:

it 2018 dumb fuck there is no t-800 yet, that was a t-600

It's nice with Terminator-fans out there. If he's right or not, I won't say.

For me this is all very cool. I haven't been in "the biz" long enough not to be juiced up by these things. I can't wait for more press-stuff, previews, reviews, sales and being able to say: "I helped make that."

15Dec/080

My Game – The Trailer

I present you the trailer for the upcoming Terminator Game on which I have worked on for the last 6 months!

Also available in HD!
http://www.gametrailers.com/player/43637.html (Available 15/12-08)

20Nov/081

Terminator Salvation

Today it finally went public with a press release, the game I'm working on:

Warner Bros. Interactive Entertainment, Equity Games Production and Halcyon Games Announce Terminator Salvation – The Videogame, an Intense, Action Game Based on the Highly Anticipated 2009 Film

BURBANK, Calif.--(BUSINESS WIRE)--Warner Bros. Interactive Entertainment, Equity Games Production and Halcyon Games announce Terminator Salvation – The Videogame, an action-packed, third-person shooter, to be released in conjunction with the highly anticipated Warner Bros. Pictures and Sony Pictures film, which opens nationwide on May 22, 2009.

Based on the upcoming “Terminator Salvation” film, the game offers players the chance to assume the role of John Connor, a soldier in the resistance, battling for survival against the far superior forces of Skynet. Terminator Salvation – The Videogame is a third-person action game with concentrated armed combat against all of the Skynet enemies from the film while encountering new enemies specifically designed for the game. The game was developed by GRIN Studios, published by Equity Games, co-published by Evolved Games and distributed by Warner Bros. Interactive Entertainment.

“Terminator Salvation – The Videogame allows players to battle for survival against Skynet enemies utilizing an incredibly fluid and realistic control set,” said Cos Lazouras, President of Halcyon Games. “The player will be led through a visceral story with extremely polished production values to create a fully interactive Terminator experience.”

“Building on the incredibly strong franchise, Terminator Salvation – The Videogame will be a cinematic gaming experience that complements the upcoming film,” said John Quinn, Executive Vice President, Worldwide Operations, Warner Bros. Interactive Entertainment. “Working with Halcyon and Equity Games, we will expand on the Terminator universe on next generation consoles with action packed gameplay and detailed environments.”

The Movie Poster

The Movie Poster

So there you have it; a third-person shooter Terminator-game.

I won't blog too much about it because I honestly don't know what I'm allowed to say.

Edit: I added the pretty picture.

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