Wednesday, June 22, 2011
A summer mapping initiative
It's so refreshing to make Portal 2 levels -- you have an idea, you make it, you test it, you detail it, you test it, you fix it and then you have a rather playable map in the end.
I've worked on so many unfinished levels and half-baked concepts the past year... and then I just cranked (crunked?) out a few chambers in the last few weeks.
Making a map pack is suddenly so much more manageable. Never before has the function of video game architecture been so clear and elegant. In a weird reversal of architectural history, ornament has even transformed into something functional (it makes a surface unportalable) and slanted walls become more than just visually interesting.
The only thing I dislike is the lack of a decent custom map loader interface in the main menu. Right now you have to go into the console and type "map [mapname]" which the average player can't be bothered to do. I'm sure it'll get addressed in the next update (DLC #1?) but until then, profound sad-face.
If you've been working on the same old project for the last few months (or years) then take a break and spend a few days on a Portal 2 map.
Remember the designer you once were and enjoy the feeling of actually finishing things.
Because I know I sure needed it.
Thursday, June 16, 2011
Dark Past (part 3): Letting Go of the Immersive Sim, of flu viruses, ghosting, and why we're all Kate Winslets at heart.
This is a series of posts that analyzes the immersive sim. It's a play on the excellent RPS feature, Dark Futures.
In past posts, I argued that (part 1) immersive sims were so cool we got overprotective of them and suffocated them, but (part 2) we can still extend the same design theory to contemporary single player design.
For part 3, I'd like to explore the limits of "immersive sim theory" and even criticize it in light of recent research. This devil's advocate stuff will help us in part 4.
Both system dynamics (sort of the science of systems) and Looking Glass Studios came out of MIT in the 70's or 80's or some time around there -- and for the convenience of my argument, let's assume it wasn't a coincidence...
In past posts, I argued that (part 1) immersive sims were so cool we got overprotective of them and suffocated them, but (part 2) we can still extend the same design theory to contemporary single player design.
For part 3, I'd like to explore the limits of "immersive sim theory" and even criticize it in light of recent research. This devil's advocate stuff will help us in part 4.
Both system dynamics (sort of the science of systems) and Looking Glass Studios came out of MIT in the 70's or 80's or some time around there -- and for the convenience of my argument, let's assume it wasn't a coincidence...
Further Reading for "Gay (But Not Gay)..."
I'm probably going to regret bringing up the "Gay (But Not Gay) Characters in Video Games" thing all over again.
However, I feel obliged to relate the whole matter to a somewhat recent "post-gay" article and the ensuing criticism. And then there's that whole snowballing mess that is GLAAD.
I believe that no non-crazy person disputes the necessity of having some LGBTQ video game characters.
Rather, the debate, I think, focuses on how they should be represented and what kinds of gays are most deserving of representation. This is the same debate taking place outside the sealed vacuum that is video games, in a small but growing civil war within our fabulous ranks.
... Of course, Jim Sterling is still wrong.
However, I feel obliged to relate the whole matter to a somewhat recent "post-gay" article and the ensuing criticism. And then there's that whole snowballing mess that is GLAAD.
I believe that no non-crazy person disputes the necessity of having some LGBTQ video game characters.
Rather, the debate, I think, focuses on how they should be represented and what kinds of gays are most deserving of representation. This is the same debate taking place outside the sealed vacuum that is video games, in a small but growing civil war within our fabulous ranks.
... Of course, Jim Sterling is still wrong.
Saturday, June 11, 2011
Question for the colorblind / an idea of accessibility and audience?
Was choosing "red" a bad idea / horribly insensitive to colorblind people? Like, will they be able to distinguish the non-portalable metal plating from the stone walls? I don't want a BioShock 2 debacle on my hands.
Or am I misunderstanding how colorblindness works?
I'm told a good guideline is to just desaturate a screengrab completely and make sure the brightness / contrast can speak for itself... I suppose I could darken the red texture a bit? Or is the light-dark contrast good enough?
Here are some breakdowns of other "player minorities":
Or am I misunderstanding how colorblindness works?
I'm told a good guideline is to just desaturate a screengrab completely and make sure the brightness / contrast can speak for itself... I suppose I could darken the red texture a bit? Or is the light-dark contrast good enough?
Here are some breakdowns of other "player minorities":
Wednesday, June 8, 2011
Close Reading: "Noveria," Mass Effect 1
I wanted to airlock Ashley Williams as soon as I met her. The vehicle physics are awful, like a shopping cart coated with Vaseline. The PC equipment menu interface still sucks. The squad AI is foolish. Tech skills seem rather worthless. Biotics are overpowered. Shops don't sell anything better than what you find. And so on.
... But the scripting and level design in Noveria? It's quite good.
Spoilers below, but only about the first 75% of the quest.
... But the scripting and level design in Noveria? It's quite good.
Spoilers below, but only about the first 75% of the quest.
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