Tuesday, January 1, 2013

Convo's current epistemology spec / knowledge model

Epistemology

In Convo, characters do not have fixed names or skill stats, exactly. Instead, they have knowledge that they selectively believe about themselves and represent to others.

One character might have knowledge that they are sometimes Josef, a French civilian with 8 mind points. Someone else could also have knowledge that they are sometimes Josef, an Abwehr officer masquerading as a French civilian with 6 mind points and lockpicking abilities. Both characters can claim to be "the" Josef, and perhaps both characters are the Josef. The "truth" is partly whatever you can get the people who matter to believe -- that might be a commander, a guard, or a farmer, or whomever you need to accomplish your goals at a certain time and place. A "person" is just the sum of their knowledge and what other people believe and perceive about them.

This knowledge model, of separating objects from their qualities, describes personal identities -- but it also describes the entire world and what happened in it. To some extent, the world doesn't exist, just traces of it.

Thursday, December 27, 2012

The 2013 Queer Feminist Agenda for Games

Identity politics in video games are on the rise: there are more transgender, gay, or queer people in games speaking out about their experiences, and more women are speaking up about harassment and discomfort that pervades game culture. As we approach next year and consolidate / organize / build-up this wonderful "queer feminist game culture" coalition, here are the major issues currently on my mind:

Tuesday, December 25, 2012

Amnesia Fortnight design notes / analysis: "Autonomous"


I played the Double Fine Amnesia Fortnight prototypes without watching their pitches or videos or reading anything at all about them, so my descriptions / genre framing might be different from the "official" language used. MECHANICS SPOILERS BELOW...

Autonomous is a first person game where you build and "program" robot NPCs to battle hostile NPCs / mine resources for you.

Saturday, December 22, 2012

Just around the corner, always out of reach...

UPDATE, 19 June 2014: I have given up on this project, and I'm open-sourcing the project files.

The ballad of the bloodthirsty poet. Still a lot left to do...



Current to-do list:
- redo door textures
- redo hologram textures
- fix the buttons so the level is completable again
- add gubbins and doodads, geo detail pass
- tweak lighting (esp. plants in gravity chamber, boost crystal .rad)
- redo skybox, add space jellyfish (?)
- carve channels into the main chamber floor
- data effect pass: entire complex comes to life
- garg?

Friday, December 21, 2012

Deceptive epistemologies in strategy game interfaces, and a theory of strong vs. weak fallibility.


When you play Command and Conquer or Starcraft, you're supposedly some anonymous commander at a console who can see everything and command everyone via some combination of technology and/or space magic. When you play Warcraft, maybe you're looking into a magic mirror. When you play Company of Heroes, uh, you're... uh... a plane is flying above and radioing battlefield recon back to HQ, and some lovely women in neat khaki caps slide pieces around on a map?...

As far as user interface framing goes, there's very little metaphor outside of fantasy magic and holographic virtual magic. Of course, none of these are "problems" in these games, because everyone knows it's a trick -- that is, we all know it's just some stupid bullshit that doesn't matter, and that's okay. ("Tetris doesn't need a plot!!!")

But the only way to coherently read this kind of fiction is to disembody it, to assume you're more like some abstract "force" -- maybe you're the collective human will to survive or collective unconscious manifestation of nationalism, some system of belief guiding all these people and resources toward some grand purpose that few of them can imagine. (Frozen Synapse imagines that you are literally "Tactics," the player character is the squad's abstract ability to think, perceive, and act.)

Thursday, December 20, 2012

A confirmed heart

A month ago I wrote about the Heart in Dishonored, and I'm glad my suspicions (it's a dressed-up radar / hint system / audio guide) were correct in this semi-interview at RPS with Arkane devs.

I can't say I share the author's admiration of its narrative results as meaningful narrative -- I found it way too transparent and instrumental in what "they wanted you to feel", which is why the Outsider NPC fails for me -- the designers want to narrate and interpret everything for me, to explain their game. I don't think it's subtle. (Comparatively, the Outsider's dad, the G-man, usually ends up confusing me more than anything. His magic is genuinely mysterious and Gordon Freeman never gets any access to it. In contrast, the Outsider isn't mysterious -- he's just an unexplained writer mouthpiece / deus ex machina / character with no stake at all in what goes on, it's hard to care about a non-presence)

So now I think the way forward for the industry (I believe in a "way forward" because I think novelty is extremely important in art, not in some game industry myth of innovation) to develop its storytelling techniques is, ironically, to listen to that crazy Far Cry 3 writer and think of an entire game as narrative, rather than confining narrative to an isolated series of dioramas with doomed corpses and "poignant" voice over narration. Some of the best indie games do this already: your entire experience is the game narrative, not just some one-off readables or loading screen lore that a writer typed into a spreadsheet.

How do you explain insanity

I remember talking to a game journalist about the difference between interviewing AAA developers and indies. He said a lot of indies and academics never stop talking, but AAA developers get quieter much faster -- maybe they were trained by PR or maybe they're tired? who knows -- but the most recent exception was an interview with a Far Cry 3 dev. This was back in August, so I was thinking, "oh yeah Far Cry 3, they're making that huh," and listened.

He said the Far Cry 3 interview was interesting because apparently the writers did a lot of research on insanity. They wanted to deconstruct insanity. They even featured an insane NPC as the character in the cover art, not the player character / protagonist, which was probably the first sign of them overestimating the importance (or, player interest) in all these details.

"But how do you explain insanity in rational terms?" I asked, "and I saw the trailer, it just looks like -"

The journalist nodded, "yeah, I know."

(Unrelated to insanity: this strange interview with the Far Cry 3 writer.)

Tuesday, December 18, 2012

new game: "Barback" for Ludum Dare #25

"Barback" is a 1-2 player cooperative / competitive Tapper-ish variant about 2 brothers and a bar. It should take you about 15-20 minutes to play through. It's a Ludum Dare "jam" game, which means I spent 72 hours instead of 48, and used remixed assets from outside sources. The extra day was worth it though.

Theme-wise, perhaps it doesn't really fit with the "You are the villain" theme, now that I'm done with it and looking back. I didn't want to make a game with obvious villains, but I think about my mental concept of a "villain" and by definition it seems to involve blatant villainy and a twirlable moustache. In this narrative, the villains are mundane: your own crushing feeling of failure, or people who care about you but are very pushy, etc.

Sunday, December 16, 2012

some more words on the AAA manshooter / text games

I have a knack for sending too much material to journalists when really they just want a quote or two. I promise to stop doing that. In the meantime, John Brindle's posted up the rest of my response from a piece he did about text / introspection / war games. It's cross-posted here, with some marked edits.

Saturday, December 15, 2012

Triple Jam Pile-up this weekend!

This weekend is the classic monolith of game jams, Ludum Dare #25! Theme is still pending for a few more hours...

Also, this weekend in New York City is a special game jam hosted at Parsons called "Game On", co-sponsored by Github and Mozilla. The main requirement is to make an HTML5 game. Prizes include a trip to GDC 2013 (wow!) and I think there's free food to jam with, at least. (And as long as you're here this weekend, also check out Spacewar! at the Museum of the Moving Image, charting the long lineage of shooters from ur-game "Spacewar!" on a PDP-1 replica through Metroid II and ending with Halo 4.)

ALSO, this month in Chicago, there's the Six Pack Jam. Jake Elliott and friends are putting an arcade cabinet in some bar in Wicker Park and they want cool games to put on the cabinet! Here, the implied constraints are 2 player compatible modes with short arcade-scope play sessions, but maybe that's just my interpretation.

You could, potentially, make a 2 player HTML5 game with [LD theme] and submit everywhere. Whoaa.

Tuesday, December 11, 2012

Tiny Soccer Manager Stories, by Pierre Corbinais


My very strong favorite of the TIGSource "Sports" compo is Pierre Corbinais' "Tiny Soccer Manager Stories." It's a 20 minute-ish puzzle game made in Adventure Game Studio that tasks you as a substitute junior high soccer coach, and your job is to balance the two teams to make sure everyone plays, even the kids who suck.

(INSTALLATION NOTE: To get this to run on my Win7x64 system, I had to change the settings to "Direct3D 9" windowed mode. Try that if it doesn't work for you.)
(HINT: If a particular puzzle gives you a lot of trouble, use the "Skip Puzzle" option in the menu. The game doesn't penalize you or limit you at all.)

I've whined before about how we should narrativize the sports genre, and I think TSMS does some really great things with game narrative using this roster mechanic -- it isn't the first sports mechanic that comes to mind, which just makes this all the more refreshing and novel. Here's why this game is awesome: (SPOILER ALERT)

Monday, December 10, 2012

CFP: "Different Games" at NYU Poly, due Feb 1

Different Games is a new game conference in NYC that focuses on race / gender / sexuality / disability / politics in games. If you have something to say or make (game / installation / workshop / talk) then you might want to submit something by Feb 1st. More info at http://www.differentgames.org/cfp/

(Also, NYC is at its best in April...)

Saturday, December 8, 2012

Recent happenings at New Statesman

Liz Ryerson recently linked here in her "recommended game criticism reading list" at the New Statesman, and John Brindle recently wrote a piece for them about text-based games commenting on war better than AAA counterparts with a few quotes from me on the topic. Check it out.

Thursday, December 6, 2012

Specially Level with Me, at Rock Paper Shotgun (updated)


Part 2 is up now. We talk about Portal 2 puzzle design, inspirations behind the underground chapters, and certainly nothing about HL3.

I talk more in this part than the other part because I'm trying to figure out why Adam Foster's work is so good -- is it because his floorplans are so 3D and holistic? Is it his bold use of symmetry in places? Someplace Else has a structure you don't see in-game: the alien complex has a spine, ribcage, and even some kind of pelvis with vestigial legs. I thought Half-Life 1's r_speeds were keeping him from linking all the areas and making this structure more apparent, but after the interview, I think it's more that he likes keeping some secrets to himself.

And to "justAModsLover": I totally forgot about the Someplace Else port, and I'm going to make that my winter project.


Part 1 of my interview with Adam Foster, fancy modding celebrity genius / Portal 2 level designer / one of Valve's ARG masterminds, is now up. (And, okay, I ask him about HL3 in part 2...)

I hope people notice my image curation cleverness re: putting a screenshot of his older HL1 mod Parallax with a giant funicular cargo lift next to a more recent screenshot from Nightwatch with a giant funicular cargo lift. Gotta love the hazard stripe trims. In both levels, these were pretty big epic setpieces and more or less define how the rest of the level is structured. The best part is that they all contradict the original funicular setpiece from HL1, the slow headcraby-descent in the middle of Unforeseen Consequences -- there are no monsters suddenly spawning in either of Foster's versions (if I remember correctly in Parallax?) so you just enjoy the ride and scenery, though you're probably on edge the entire time.

If you're an Adam Foster fan, I do encourage you to check-out Parallax. It's so old and a bit buggy, but the structure still feels pretty modern.

Wednesday, December 5, 2012

Teaching game development community.

In Spring 2013, I'll be teaching an undergrad / grad Unity course at Parsons called "Currents: Building Worlds."

The course has a few learning goals -- (a) to gain a broad conceptual understanding of how Unity works across art assets and code, (b) to learn some useful software engineering patterns for games, (c) to develop self-sufficiency for solving Unity problems / "learn how to learn", and lastly (d) to recognize membership in a global game development community.

That last one's probably the most ambitious.

Saturday, December 1, 2012

Using screen-buffer masks in Unity Pro for a fog of war effect.

As I prototyped Convo, it became clear that I would need some sort of fog of war / sight radius visualization. Depth masks weren't very good for this because of the uneven terrain, and the other fog of war solutions I found involved a tile system (nah), or a vertex alpha plane (eww), or some other pretty convoluted thing. Lame. So I did a bunch of research and figured out my own technique... best of all, this visualization uses no script code at all, it's just shaders and geometry.

Also, you don't have to use this for fog of war. You can use it anytime you need to mask-off certain bits of the camera view on a per-object, per-triangle, or per-pixel basis. Like, maybe you'd want some stuff to glow red?...

The gist: (you will need Unity Pro since this uses render textures)
1) A camera's render texture is in RGBA format. You can technically do whatever you want with the alpha channel; most of Unity's built-in shaders use it to mask out alpha textures for various image effects.
2) If we use a shader that writes only to that alpha, we can use it to mask objects or pixels.
3) Then, we edit the image effect shader to modulate an effect with the alpha channel values.

If you need some more details and shader code, read on...

Tuesday, November 27, 2012

Radiator Blog: Three Year Anniversary


Wow, I've been blogging here for about 3 years now. This blog is now approaching the end of its toddler years. Much like last year, and the year before, here's a "greatest hits" compilation of this past year's posts:

(Oh, and feel free to have some cake. Forks and plates are over there, on the table.)

GAME ARCHITECTURE CRITICISM

COMMISSIONS
  • Level With Me, a post-mortem. A Portal 2 mod I did for Rock Paper Shotgun. The level design is some of my better work, and I like the idea of game journalism in the form of games, but it seemed somewhat cooly received. I have to conclude that it must simply be not as good as I think it is... or that Portal 2 players are super lame.
  • The Future of the FPS, written for PC Gamer UK in issue 240. A short essay and list of really cool indie FPS games and how they're changing the genre, kind of the basis for my later RPS series. Thanks Graham!
  • A People's History of the FPS. A three-part essay series for Rock Paper Shotgun that argues mods are transcending their video game bodies, becoming genuine culture that is increasingly independent of the products that they're meant to be "modding" and adding value to.

ON GAME NARRATIVE
  • The myth of psychological realism in narrative. Argues that thinking of fictional characters as "people" is meaningless for a writer. It is much more useful to write by thinking of a character as a vehicle for plot, and let the player fill-in character for themselves.
  • Dishonored fails as an immersive sim in its first minute. The simulation should be "immersive" -- meaning, the scope of it should be consistent and everywhere. Scripting special cases goes against this genre dogma.
  • Dishonored uses the Heart to lie to you. You'd expect the Heart to be an unreliable narrator of some sort, but it doesn't lie to you with narrative -- it lies to you through gameplay and psychological framing.
  • "Stair K": architecture criticism, Thief, and a coffee maker. Situates Thief as dialog on social class and urban architecture. (e.g. stairs are invisible to rich people who take taxis, not subways, and frequent buildings with abundances of elevators) It argues that in Thief, stealing is framed as an ethical act because the rich deny the truth and infrastructure of cities.
  • Thief 1's "Assassins" and its environmental storytelling. I really hate the type of analysis that just thinks of game narrative as a static text that you read -- game narrative is also a game design tool, a way to make the game better to play. Games tell stories, yes, but those stories tell games too.
  • What do simulations simulate? Argues that a simulation gap is important for framing a narrative.
  • The structure of Sleep No More (part 1, no spoilers) and (part 2, detailed and spoilery). You paid a lot to see this damn show everyone's raving about and now you're inside, on a timer. Are you going to spend your valuable time (a) reading faint scribbles on random pieces of paper under a dim flickering light-bulb or (b) follow the crazy naked people who have an interpretive dance orgy in a blood-smeared disco?

    I still think a lot of "game critics on Sleep No More" like the idea of it more than how people actually consume it -- unfortunately, reading is boring and performance is captivating. So I argue the readables function as set dressing to assure you of the production's expense, not to serve as barely coherent narrative in a familiar plot that's hundreds of years old. Of course, the dancing's fantastic, but I guess it's hard to argue for the value of dance to gamer culture.
  • Rule Databases for Contextual Narrative. On modding Valve's dynamic self-branching conversation system and using it to author dynamic self-branching narrative, and how Emily Short's already doing something like that, naturally. I think it's one of the more promising directions toward a holy grail of procedural narrative.
  • Balls and conversation: let's narrativize the sports genre. I really love baseball movies, but I'm really bored by the focus on statistics, which is probably why Moneyball sucked. There's a rich tradition of sports narratives in film and literature, but in video games it's conspicuously absent. Let's change that.
  • "Do you think shooters take themselves too seriously?" We watch blockbusters in a special way, I think, but the gulf between action films and action games is this: the films are structured to be human and sympathetic, but games are sociopathic and mean. This is a game narrative writing problem.

ON GAME CULTURE
  • Frog Fractions should really win something at the IGF.
  • On appreciating the UV texture flat as fine art. Here, I propose three aesthetic modes for enjoying texture flats on their own merits and glorifying them as authentic game art, rather than the silly concept art we parade as game art. I later re-wrote this piece for Game Developer magazine, as "Loving the Bones."
  • Desperate Gods and rules-forcing in games. Pretty recent, but I think it's a good summary of current thought on the issue -- if you can play a game of Starcraft in your head, and Starcraft exists fundamentally more as a mental construct than a product, then why can't we just argue the rules of Starcraft in the same way we interpret and amend the laws of board games.
  • On grad school for games / what studying at Parsons was like. Imagine a cohort of game developers from all around the world, and 50% are women, and 10% aren't straight people. Parsons is like the rainforest: diverse, beautiful, and vital to the global ecosystem -- but it's also humid, with lots of insects everywhere, and it's constantly in danger of deforestation. It's not for some people, while others will really grow to love it.

GAME CONFERENCE / FESTIVAL NOTES
  • Why Indiecade is the best games conference / festival I've ever been to. It might sound like hyperbole but it really isn't.
  • I spoke at Games for Change this past year, on LGBTQ attitudes and developers in games. It went great. I began with "I'm Robert Yang, and I'm a practicing homosexual" -- and the entire auditorium erupted in applause and cheering. It was an amazing feeling.
  • Notes on the Games for Change industry. Fun fact: I got into an argument with a G4C speaker in the comments. His stance -- yeah the games suck, but people want to put a lot of money into this, so just accept it. My stance -- art should be a free or reasonably available public good, not a product.
  • How the worst part of the game industry uses PAX East to teabag your entire face with its cancerous scrotum. I encourage everyone to go to at least one big mass market game convention, because that's when you will know what "indie" really means and you'll realize how small, puny, and insignificant we "video game intelligentsia" really are. The sheer amount of money being thrown around in this industry is insane -- the money spent on a 20-foot tall Blops booth-complex, blaring out noise at a regular interval, is a huge contrast to the humility and humanity of indie game culture.
  • What were the main trends of GDC 2012? A look-back on what happened and what stuck out as significant.

    UNITY TUTORIALS / RESOURCES
    • Shader-based worldspace UVs ("triplanar") in Unity. The worst thing about BioShock's environments is the cookie-cutter feel of the game architecture, the result of modular building in game engines today. The scale and proportions don't feel human or plausible. To me, one answer is to embrace old school BSP construction techniques with procedural UVs so that you can scale your primitives to arbitrary sizes without texture stretching.
    • How to integrate Unity and Twine. Notes on Unity's web player JS hooks, and how that can feed into Twine's JS, or any webpage's JS, really.
    • How to dig holes in Unity terrains. How to use depth mask meshes to selectively mask geometry, then disable the terrain collider temporarily.
    • The best Unity tutorial writer in the world. He really is. I'd pay him to write a book, in fact, but unfortunately I'm poor.

    Friday, November 23, 2012

    Desperate Gods and rules-forcing in video games.



    Desperate Gods, by Wolfire Games, is a virtual board game made for Fuck This Jam; you have a bunch of virtually simulated tokens and cards, but you must process and execute the game rules yourself. You can easily cheat, but then what's the point?

    DG is not the first game or toolset to do this, although it's certainly the most polished and nicest looking so far. LackeyCCG, for instance, gives you a deck builder, a table, some tools for keeping track of state, then walks away and lets you get to it. The rationale, from their FAQ:
    Q: Does LackeyCCG force people to follow a CCG's rules? Will it allow me to do something that isn't legal?
    A: LackeyCCG does not implement rules forcing. I have tried other methods of playing CCGs online and I have found that forcing rules adherence just serves to bog down the game and makes it much less fun to play. Lackey allows you to simplify your turn when not much interesting is happen (so you can get to the more fun parts of a game faster). LackeyCCG will allow you to do anything you could do if you were playing with real cards. It also allows for a more formal adherence to the rules if you want to play that way, but it doesn't force any particular play style.

    Saturday, November 17, 2012

    On why Convo is now a WW2 spy romance, and the myth of psychological realism in fiction.


    Short version: I've chickened out, a bit. Long version?

    To make some sort of procedural "anything", you have to have an idea of what the building blocks of that "anything" are, or at least what you'll argue they are -- and then either frame your game in those terms or expressly simulate those terms. So if Convo is a game about narrative instead of people, then what's a unit of narrative?

    From there, my thinking goes like this...

    Saturday, November 10, 2012

    Dear Esther postpartum, by Robert Briscoe.

    Rob Briscoe has put-out a really heart-felt, personal, death-defying postpartum on Dear Esther.

    I think if you ask the vast majority of career game developers out there (or anyone, really) what they're worried about -- it's probably money.

    It's industry developers without any job security or a job, where shipping a title means the publisher will force layoffs to improve their quarterly financials. It's the average indies who glare at their monthly 3 figure check from their meager sales, assuming it's even that much, and wonder what that'll buy after rent.

    Briscoe had to sacrifice a lot and felt poised to fail throughout the entire process, even though everyone was telling him that Dear Esther was going to do well. Given popular depictions of game development, it seems success comes to those who risk everything to the point of emotional breakdown.

    Can we, in good conscience, recommend careers in game development (AAA or indie) to the uninitiated when our passions often lead to the verge of self-destruction? I guess you never hear about the developers with stable lives, happy families, and financial security -- their lives aren't stories -- but isn't it scary to think that passion can easily lead to hell instead of the good life?

    Friday, November 9, 2012

    Dishonored's narrative design: how The Heart lies to you.


    (UPDATE: this interview at RPS with Arkane devs confirms that not only was I right, but that it was also a very conscious decision on their part to make it do that, wow.)

    Dishonored does a lot of things with game narrative (abstract dream levels, scripted body awareness, lots of readables, overheard conversations, scripted sequences, branching missions changing based on player decisions) which fit neatly into the existing immersive sim / first person toolbox that we're used to. It's well-done, but it's not particularly new or anything.

    The Heart is something slightly different, though, and I found it surprisingly subtle and ironic.

    Level design / character SPOILERS (but no plot SPOILERS) below:

    Thursday, November 1, 2012

    Convo and "what do simulations simulate?"

    Simulations are simplified systems that have some semblance to the real world. The decrease in complexity, the ways in which the simulation is different from the actual thing, is called the "simulation gap."

    In games, I argue that players never forget they're playing a game or simulation, but they're willing to suspend their disbelief and ignore the gap to enjoy themselves more. I think the term "immersion" in the sense of "forgetting you're playing a game", then, mischaracterizes this dynamic and implies the simulation is all-encompassing and consumes the player, when really, it's important that games are NOT holodecks and it's a good thing that they aren't.

    As designers, one of our jobs is to "sell the simulation gap" and make it an asset instead of a liability.