Last semester I made "Feng Shui," a board game where two players discuss (or argue?) over how to place furniture using chopsticks. This semester I've made "Butte, Montana. 1973." (as in "Beaut" or "Bee-yoot" but not "Butt")
It's an art board game (or board art game? or bored art game?) about open-pit mining. And it's a box of dirt. It's not terribly interesting as a "game qua game" -- if you want that, go play Catan or Call of Honor or something -- but it's an attempt at wondering what else one can do with a game. It also made me realize that video game designers should be forced to make analog games more often.
First, a bit about the design theory that supposedly powers this beast:
Tuesday, March 15, 2011
Tuesday, March 8, 2011
Levels to Look Out For (March 2011)
These are WIP / in-progress levels or environments that look cool + some comments / analysis on my part.
Forbidden Place (Planet?) by Bram "Pericolos0" Eulaers and Anders Jansson
This is an amazing looking single player Source thing that's probably been dead for 2 years, but it looks positively stunning. I love the "had a lot of fun in zBrush" rock cliffs. I love the purple crystals. I love how seamless the skybox is. I love how it barely looks like the Source Engine. (Message to the authors who will find this blog post in their link referrers: "PLEASE PICK THIS UP AND FINISH IT FOR THE LOVE OF GOD")
> Untitled (Bachelor Pad) by Ryan "Loom" Bargiel
I'm a sucker for flat shaded anything. I'm not sure I'd actually want to live in this private orange hell, but gosh this blockout looks cool. (Note: All games should be vertex lit... forever. If it was good enough for Final Fantasy 7, it's good enough for everyone else.) It's also gotten me thinking about "composition" in scenes because I really like the floorplan here and all the shots seem well built.
However, I often see people post screenshots with people painting onto it treating it like a static 2D frame. Is that treatment of composition still valid in a freely-explored 3D space, where the player controls a camera and might spend the whole time staring at a wall or stare at enemies? Do leading lines actually "guide the eye" when we're playing? (I'm skeptical, to say the least.) I mean, yes, it's better portfolio presentation, but is is better game design? How does architecture handle the issue of scene composition?
Forbidden Place (Planet?) by Bram "Pericolos0" Eulaers and Anders Jansson
This is an amazing looking single player Source thing that's probably been dead for 2 years, but it looks positively stunning. I love the "had a lot of fun in zBrush" rock cliffs. I love the purple crystals. I love how seamless the skybox is. I love how it barely looks like the Source Engine. (Message to the authors who will find this blog post in their link referrers: "PLEASE PICK THIS UP AND FINISH IT FOR THE LOVE OF GOD")
> Untitled (Bachelor Pad) by Ryan "Loom" Bargiel
I'm a sucker for flat shaded anything. I'm not sure I'd actually want to live in this private orange hell, but gosh this blockout looks cool. (Note: All games should be vertex lit... forever. If it was good enough for Final Fantasy 7, it's good enough for everyone else.) It's also gotten me thinking about "composition" in scenes because I really like the floorplan here and all the shots seem well built.
However, I often see people post screenshots with people painting onto it treating it like a static 2D frame. Is that treatment of composition still valid in a freely-explored 3D space, where the player controls a camera and might spend the whole time staring at a wall or stare at enemies? Do leading lines actually "guide the eye" when we're playing? (I'm skeptical, to say the least.) I mean, yes, it's better portfolio presentation, but is is better game design? How does architecture handle the issue of scene composition?
Friday, March 4, 2011
Tuesday, March 1, 2011
First Person Films: Doom and Enter the Void
The "point of view" shot is ubiquitous in movies -- an actor glares at something off-frame, then the next shot is an eyeline match to the thing they're glaring at, mimicking their point of view -- but full, sustained sequences with substantial camera movement that doesn't break the rules of first person navigation? Pretty rare, I think. (Please leave a comment if you know of any other films.)
Doom (2005) is an obvious example, and probably the most immediately consumable: you see the gun at the bottom of the screen, bobbing and swaying with the movement of the camera, as it seems to glide up stairs and through metal corridors.
The problem with this (occasionally cool, I guess) scene from Doom is that it confines itself to the boring commonplace parts of the FPS game tropes (reloading a gun that many times?) and ignores what playing Doom 2 was actually like: strafing like mad, back-pedaling like a lunatic -- firing, always firing! -- in a linear, confined metal corridor instead of a non-linear open plan layout.
Or maybe the problem was that they were adapting the powerful sedative that was Doom 3? That's right, I said it.
Gaspar Noe's Enter the Void (2009) does it better, mostly because it does stuff with the first person view that we can't do very well in first person games. Here's the first 10 minutes, omitting the crazy nauseating opening credits:
Doom (2005) is an obvious example, and probably the most immediately consumable: you see the gun at the bottom of the screen, bobbing and swaying with the movement of the camera, as it seems to glide up stairs and through metal corridors.
The problem with this (occasionally cool, I guess) scene from Doom is that it confines itself to the boring commonplace parts of the FPS game tropes (reloading a gun that many times?) and ignores what playing Doom 2 was actually like: strafing like mad, back-pedaling like a lunatic -- firing, always firing! -- in a linear, confined metal corridor instead of a non-linear open plan layout.
Or maybe the problem was that they were adapting the powerful sedative that was Doom 3? That's right, I said it.
Gaspar Noe's Enter the Void (2009) does it better, mostly because it does stuff with the first person view that we can't do very well in first person games. Here's the first 10 minutes, omitting the crazy nauseating opening credits:
Thursday, February 24, 2011
New MapCore Compo: "The Cube"
Last time, we did a 20 brush compo. This time, it's THE CUBE; make a single player or multiplayer level, any game / mod / engine, as long as it's within a 1024 x 1024 x 1024 cube (or whatever engine equivalent.) That's it.
You have about a month. Get cracking!
Oh, and for reference, here's Duncan Blair's winning entry from the last cube compo we did. Ooooh shiny:
You have about a month. Get cracking!
Oh, and for reference, here's Duncan Blair's winning entry from the last cube compo we did. Ooooh shiny:
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