An epic Left 4 Dead project, made of so much custom content, deserves all the hype it can get. Unlike so many Japanese-themed FPS maps, this actually kinda looks authentically like Japan -- the author, Mark Edwards, clearly did his research -- and it's all pretty haunting if you think about the freakish chain of cataclysmic disaster that has swept Japan this year. Every empire is paranoid of its sunset, but the familiar real-life narrative of a shrinking population grants the setting some additional power. It's a rare digital survey of Japanese civilization: from city to countryside to castle.
Watch out for l4d_yama, people. The beta's hitting soon.
Okay, I exaggerate. But I'm of the mind that conflict is often productive.
I wrote about "A Closed World" more than a month ago, but only now is it garnering coverage from the larger gay establishment like The Advocate. Recently, Anna Anthropy more or less openly denounced the game with a scathing game parody of it, and Christine Love wrote about her own thoughts here. The general consensus seems to be, "yes, at worst, this is a diluted and facile expression of what being queer is like" and "mumble mumble, design by committee is slow and awful," but with some disagreement on what that all means. (And I took a bit of offense with the grumbling against games academia, but whatever.)
Control your very own cult in Colorado; brew Kool Aid, sew wallets, build PR agencies, summon amorphous capture spheres, construct monoliths and ward off those pesky FBI agents -- then run off with the money. We were kind of aiming for a tycoon / tower defense / DOTA kind of game, and it doesn't really work as it should yet.
It's still pretty crash-prone, but pretty playable for the most part. Give it a few minutes.
In 1997, before Half-Life and before Thief, someone made a mass market medieval-themed puzzle FPS with full voice acting, commandable NPCs and an integrated level editor -- "for ages 8 and up."
You're forgiven if you've never heard of Logic Quest 3D (even MobyGames hasn't) because it's actually a pretty awful game despite its incredibly forward-thinking educational intentions, even by the "you mean we get to play computer games during school?" metric.
For my master's thesis (no, not Pilsner, though I still like the idea and I'm going to re-work it more as a single player puzzle game) me and my design partners are trying to tackle a Holy Grail of video game design: procedural narrative. We're crazy stupid for trying.
How can a computer generate, whether in-part or in-whole, a meaningful narrative?
Back in 1987, Chris Crawford coined the term "process intensity", or "the degree to which a program emphasizes processes instead of data." Greg Costikyan used this idea to analyze what he argued was the low-hanging fruit, the data-heavy applications the game industry was and still is pursuing, such as more polygons, more shaders and more uncompressed rendered cinematics, etc. He proposed Spore as a new hallmark in procedural generation... then two years later, we all actually played Spore and wanted to forget a lot of it.
I still think the idea is important though, and I want to use it as a lens to analyze approaches to procedural narrative.
If you've ever played Tale of Tales' "The Path" then I can heartily recommend playing "The Trail" by Noyb. It's a Glorious Trainwreck / demake. That is all.
Branching dialogues and conversations are very set in their ways. When we do occasionally innovate with them, it's usually to change how to choose an option.
Should we stare at the NPC animations and guess whether they're nervous? Maybe there's a timer, and if we don't choose, the game chooses for us? Perhaps we type a keyword instead of choosing an option. Oooh a dialogue wheel!
Jake Elliott's "Ruins" reaches deep and re-contextualizes branching dialogues more fundamentally: what does a dialogue choice mean? When you choose it, does it mean you're saying the text, verbatim, out loud? Who are you even talking to? In this way, words can summon being. Talk about disappointment, and now the story is about disappointment. Keep mentioning hope, and now the story is about hope. In contrast, BioWare games often treat conversation as a means to explore an exhaustive pre-existing arc and world -- "Garrus, tell me more about Sjao'w'jnga'e!" -- but here, Elliott uses conversation to create the arc itself.
After all, how can Aeris exist if you never talked to her or used her in battle? How can the game narrative possibly hinge on Aeris when she was barely even in it?
Elliott's thoughtful (but never too sentimental) writing suggests giving such games the benefit of the doubt; a ruin could just as easily be the starting shell of a building, he insists, waiting to be filled... Sometimes I fear for people so much kinder than I am.
(Disclosure: I beta-tested this game before release.)
Games don't kick you out at closing time. Games can withstand flash
photography and direct sunlight. Games don't need to pay people minimum
wage to stand there and protect their integrity. Games want to be touched. Games can be copied so that no one has to wait and everyone can play.
In fact, it seems more like museums have video game envy. They try so desperately to have participatory exhibits with their small ideas of interaction design. Engagement must be something elusive in a building that encourages you to stroll through and then promptly leave so someone else can go in and do the same thing. The whole thing makes gamers laugh because a Powerpoint presentation is a sad excuse for an interactive system, but that's what's on display in half of these "interactive kiosks" in museums. They might use the verb "explore" but really they have no idea what it means.
If games aren't art, it's only because they're already better than art.
For my thesis, a group project with two fellow students, we're making a first person game. I'm pushing for some sort of first person VVVVVV game, which doesn't seem to have been done yet for some baffling reason (other than that fake video of VVVVVVX floating around!)
Or if it has been a real game, please tell me so I can steal level design ideas!... Doing a simple Mirrors Edge aesthetic for now because we're still in prototyping stages, but we'll probably border on some kind of realism because flat solids are too disorienting right now.
A game with Eddie Cameron for the Super Friendship Club's Mysticism pageant, a top-down-ish tycoon game where you manage a cult in the great American Midwest. Just don't let the FBI catch you!
Modeling stuff for Radiator 1-3. This is Emily Dickinson's lamp, based on a photo from some Harvard online archives. Basically the idea is that all of Emily Dickinson's in-game possessions will be based on her actual stuff. My hope is that eventually an Emily Dickinson scholar plays it and freaks out a little.
Scrapping previous plan for PlanetPhillip's GravityGunVille compo (an Ico-inspired / Chirico / Barragan romp in some ruins) when I realized I had a map with no combat mechanics, and a non-map with combat mechanics, so why not combine the two? Resurrecting an old favorite of mine here. We'll see if I make the deadline.
I had never seen The Falling Man before today, a photo so iconic of 9/11 and representative of human tragedy, because it was censored so completely. (Both Esquire pieces also persuasively argue against the "think of the children / we don't know who that is but it's someone" argument for banning it.)
If you haven't made games before, and aren't sure where to start on the technical side of things, just ask: there're plenty of people here who can give guidance.
The real art of Deus Ex: Human Revolution is the fact that non-lethal players always inevitably start another playthrough as a bloodthirsty maniac. The weaknesses quickly become apparent in a combat AI optimized for stealth gameplay instead of your sociopathic gorelust. Cops and punks patrolling the city hubs suddenly become puzzles you must solve -- and there's never enough ammo. For bonus points: hack only when necessary, never use vents and play in a foreign language.
Just be careful: the civilians' "hide from murderer" AI is very sneaky.
Here are some out-of-order, non-spoilery screenshots of details that I liked in Deus Ex: Human Revolution. I'm no Dead End Thrills, so these are all un-antialiased, not gamma-corrected in Photoshop, and they're all low-res crops of in-game screenshots. Enjoy.
God, her hair piece is just so fucking awesome, you know? So... so crispy.
For Ludum Dare #21 ("Escape"), I made "FuhFuhFire," a short Unity-powered web FPS where you set fire to a building and then rescue people from it. Do you try to rescue everyone but leave others behind?... or do you just escape alone? Dynamic fire propagation / level destruction, physics thingies and 8 different endings. Wow!
WASD to walk, SPACE to jump, MOUSE to look, LEFT-CLICK to do stuff.
C'mon, just give it five (5!) minutes of your time and play it in your browser here. Project source in all its hacky glory is here too.
It was all tucked-away in a half-hidden nook on the lobby level of the Museum of the Moving Image: games.
Several kiosks running Space Channel 5, Katamari Damacy and other critical darlings that represented an uncharacteristically decent sample from commercial canon. Aha, perhaps the curator was a fellow gamer! And far, in the very back of the exhibit was a dim chamber housing a lone pedestal, a keyboard, a mouse and a projection of Half-Life 2 on the wall.
The game was still stuck in the train station, the part where the guy mutters, "Don't drink the water," as if you could. So at least one person (probably more) tried playing the beginning of this era-defining computer game and stopped after the first few minutes.
I was angry. This was art and no one was appreciating it!
It's taken me two years to accept it -- that I'd have to kill my darling.
My darling was a 3000 brush submarine with a non-linear, multi-floor layout and a dynamic life support system, done in a non-photorealistic art style. I kept thinking Design could save it and so I plugged away for months on a bloated concept. Always just one better tutorial, one better puzzle, one better detail prop away from being good. Add more scripting! More complexity, more depth! Always more... Then one month became two and two became twenty-four.
The level was so difficult I couldn't complete it without resorting to cheats -- and I designed the damn thing. So I started stripping things away, digging through the debris and the cancer to rescue the concept. Delete mechanics, close-off rooms, simplify. Get to the bottom in time, quickly.
But it was already dead.
I've never thrown away so much work before. I'm sure it'd feel even worse to work in an industry that regularly de-funds entire studios and projects, or to spend a decade of your life on a space probe that plows straight into the Martian surface from a minor conversion error.
Still, this is the first time (in a long while) that I've made some real progress. This is what Radiator 1-3 looks like right now:
Even after given a generous extra week, we weren't able to finish our game in-time for the Super Friendship Club's "Justice" pageant -- we hit a showstopping, completely bewildering bug in Unity3D that corrupts texture memory or something, but only when we build out to a web player or standalone deployment. It's very frustrating. Hopefully we'll get this sorted out and released within the next two weeks.
I'm a bit late on the trolley here, but here's the latest postmodernist / poststructuralist artsy Source mod to hit the scene -- it's Davey Wreden's "The Stanley Parable." Relatively spoiler-free critique follows:
Tree of life.There are lot of branching points in this game. Do they matter or not? You'll see. I will say, though, that critiquing the Branch as a ludonarrative structure is becoming increasingly misplaced these days because no one is defending it. Take the Landsmeet in Dragon Age 1, or Deirdra Kiai's "Chivalry is not Dead" -- there are so many branches and interactions, they're more "bushy" than "branchy," to the point that you can just barely distinguish between branches -- and if it's in both an AAA console action game and an indie PC-only notgame, it's safe to say that bushiness is a growing design practice.
Them thematics. The level design says a lot. Some of it has been said before (and maybe with more subtlety) and some of it is novel and predicts your reactions uncannily. I hate to call it a "trick," but the level design has a lot of tricks, much like Ian Snyder's "Feign" or Alexander Bruce's "Hazard: The Journey of Life""Antichamber" or even the stuff I do in Radiator. These devices work once and only once... Which is okay. Tricks aren't bad.
Sotto voce. There's a lot of voice acting involved here, and (at least to American ears) the British tone is incredibly resonant and charming. To be fair, some of the credit should go to Wreden for writing a decent script too. It's all very well-done and probably the stand-out feature of this mod, though it's important to NEVER press "Escape" to go to the menu or it'll desync a lot of the dialogue.
Theme songs.I didn't like his choice or use of music. It was a missed opportunity to do more with the sound in general. I suspect Wreden was still learning the toolset (more on that later) because this type of thing is ripe for soundscapes and fun setpieces that might've interacted with the voice acting.
Valve operates 2 main mod community presences: the Valve Developer wiki (with occasional transfusions from the private licensee wiki) and the Steam forums for the Source SDK; a quiet library and a McDonald's. It didn't always used to be like this.
Back in the rose-colored days of Half-Life 1 modding, among those wondrous whisper-filled parties in East Hampton manors with the incorrigible antics of Gilda Gray, Valve staffed a dedicated liaison named Chris "Autolycus" Bokitch who actively maintained the Valve Editing Resource Center. The Valve-ERC brought together a loose confederation of websites and tools across the entire modding food chain:
The Spirit of Half-Life, a sort of open source Valve-sanctioned "skunkworks" mod intended to boost other mods, with stuff like a particle system and entity parenting.
Map reviewers (Pixel Maps for TFC, Ten-Four for HL1)
Small single player map contests on the main VERC site
Anomalous Materials, a forum for discussing experimental design projects
Entity references and tutorials, then partly outsourced to Handy Vandal's Almanac and TFMapped
Remote Compile System; upload your map, let some servers bake it, then get an e-mail when it's done
The last few years, it also hosted the first Source SDK reference docs and what I consider to be the crowning achievement, the "VERC Collective."
Phillip Marlowe, bless his heart, is always running these cool mapping competitions that unfortunately don't get many entries nor exposure -- but this time he's lined up some pretty cool judges, a cash prize and a pretty workable theme, so maybe we should support him with our levels, yeah? (I'm thinking I'm going to make something for it too.)
The goal of "GravityGunVille" is to make a short Half-Life 2: Episode Two single player map with heavy use of the gravity gun by 19 September 2011. There's a $100 prize, or maybe they'll split it or something.
It's yet another Unity FPS, sure, but it twists the formula rather well -- the clever way he's done the sprint controls, the smart downsampling effect that makes Unity not look like Unity at all but allows him to stylize some otherwise roughly constructed props, and the really chilling sound design -- among many other things I admire. (I'm totally going to steal the sprint idea / the downsampling technique for my own games, by the way.)
... And that's all I'm going to tell you. It might've been too much already.
Had to throw away a lot of level design because the layout was simply no-good. Going for a more methodical approach this time instead of the aimless free-form improv of before. Also shocked at how much more thought I had to put into constructing my assets and props; I've never had to build expansive interiors in Unity before. Even in this scene, I've scaled all the architecture way too big and now I have to compensate in weird ways.
It's going to be a photo finish for the end of August...
Magnar has finally released his newest Half-Life 2: Episode Two single player masterpiece, "Whoopservatory." It uses a pretty clever mechanic with an equally clever implementation, but I suggest you just go into it without knowing anything more. You'll like it but wish the end was more "meaty." (Disclosure: I beta-tested this.)
Whoa. If Valve had job titles, they should hire this "BiohazardPro" guy as a tools programmer or something. It also comes a little too late for the now kinda-comatose mod community, but still, Rob Briscoe could get some good use out of it, though it probably doesn't fit very neatly into the Portal 2 codebase they're using for Dear Esther.
Maybe if it dovetails with that ambiguous "we'll make the SDK free" thing, it could be just the defibrillator we need for the mod scene?
This is a series of posts that analyzes the immersive sim. It's a play on the excellent RPS feature, Dark Futures.
Many moons ago, I began by (part 1) emphasizing the robustness of systems in immersive sims before (part 2) moving closer to level design, then (part 3) criticized both ideas, and now the point of all this: (part 4) Randy Smith's "valence theory" of level design, as applied to the Thief games. (NOTE: he never called it that, but I am.)
We're done with the theoretical basis. Now this is the "Useful Post" of the Dark Past series, a primer on some level design theory for immersive sims with stealth mechanics. It's also particularly relevant, given the recent announcement of Dishonored.
I migrated all comments over to Disqus. I'm told it's better, and I see all the cool kids doing it, so that's why I did it. Please voice any seething anger here... even if it has nothing to do with this post.
Why make sloppy pop-up text "tutorials" that give away all the mechanics / dynamics (I'm looking at you, BioShock) when you can have extremely elegant level design teach the skills and let players work things out for themselves?
As a service to our younger gamers, who, upon being asked, "what's your favorite CS map?" will respond incredulously with, "isn't CS that really old game?" then blow a large bubble gum bubble in your face and go back to texting a fellow bro -- here, you little shit, here's why The Bridge is great.
Many moons ago, I worked on a single player Half-Life 1 mod called "Nightwatch" with many of the the best and brightest minds of the mod community. Even with all our expertise, resources and manpower, we still overestimated ourselves and ended up not releasing a thing.
This weekend at MapCore, we're going to live vicariously through you and actually release some Nightwatch maps -- make a small Half-Life 1 deathmatch level in 72 hours using these awesome textures!
The Half-Life 1 version of Hammer is more or less identical to the current Source version, except the design process is so much faster. No worrying about cubemaps or water shaders or prop models. Just start mapping!
Confer the thread for instructions, what to download, and various tips and tricks for working with Half-Life 1.
I still make Source mods and I like it, don't get me wrong -- there's no harm in a little experimentation though, right? Now, if you make levels for Source Engine stuff then you already have the skills to start using Unity. Think of it as learning another language and being bilingual or multilingual. Here are some general concepts from Source, their translations in Unity, and some tips:
> In the Unity editor, hold right-click in 3D camera view to enable WASD / mouse-look / noclip-style navigation, just like in Hammer. Hold "Shift" to sprint. This is probably the single most important thing for you to remember that you might not've figured out immediately.
Against our better judgment, me and Eddie Cameron have made another Unity FPS for the Mini Ludum Dare #27, "All Talk." It's horribly unfinished because we spent most of the time playing LA Noire and going out to bars and eating amazing burgers, but hey, next time we'll know.
This game is based on the central setpiece of Francis Ford Coppola's classic espionage thriller, "The Conversation."
Here's how it works: you have three characters with microphones. Two have long-range parabolic "sniper" microphones in fixed positions, and one is on the ground to actively tail the target.
The target couple wanders into all kinds of obstacles (walls, trees, spheres, crowds) that prevents the snipers from getting a clear recording, so that's where the ground guy comes in -- he can tail them for a limited time, but then occasionally the target will turn around -- in which case he has to go run and hide.
Right now a lot of it is broken and the game doesn't work as well as it should. Specifically, it's either really hard or it's too easy if you find one particular exploit.
There's also a bunch of stuff we want to add: working gameplay, character animations, non-male character models, additional missions and scenarios, maybe a second "audio mixing" phase where you have to mix the 3 sources together before submitting to the client, etc.
Still... I think we're slowly getting better at this.
If you really want to play it, though I can only half-heartedly recommend it, the 7.1 mb Unity web player build is right here. Here are two important things you need to know before playing --
1) A yellow arrow hovers above your target for 30 seconds as an aid at the beginning of the game. After that, you're on your own.
2) Also, keep your briefcase guy out of the target couple's LoS, or else you'll lose! They have really far LoS! Just hide behind stuff to break LoS.
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.
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...
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.
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":