Tuesday, September 21, 2010

The Business End: Guns in the FPS (part 1)


First person shooters are about (1) moving, and (2) looking.

Currently, moving is very meaningful in almost every context: you dodge bullets, you dodge rockets, enemies react to your new position, games like Thief 3 and Mirror's Edge attempt a "body awareness" system to contextualize movement, etc.

But looking? Comparatively, not meaningful at all.

Stare at someone in real-life for a few seconds and they'll get uneasy. Stare at someone's cleavage in a game? They stare back or they don't care. People stare at each other in-game all the time. It's nothing special. Few NPCs will ask you why you're staring at their daughter like that.

So, how do you make the "act of looking" into something meaningful? Well, you can make whatever you look at -- you can make it explode.

And thus, the gun...

Wednesday, September 15, 2010

5 in 5: "Dalloway Floorplan" (digital)


"5 projects in 5 days" is part of my coursework at Parsons. The complete rules are here, but my own additional design constraints are (a) gotta be a game, (b) gotta be made in less than 3 hours.

The next volume of Radiator ("Next? You haven't even finished the first!") will be an experiment of sorts in production: I'm going to use essentially the same level for all three episodes. This is great in that I only have to design and build and detail a single map!... And this sucks because I have to account for 3 different kinds of gameplay in the same space -- a heist, a mass murder, and a party. (If you want to spoil the gist of these ideas for yourself, see: heist, mass murder and party.)

Monday, September 13, 2010

5 in 5: "Mono in New York simulator" (digital, HL2 map)


"5 projects in 5 days" is part of my coursework at Parsons. The complete rules are here, but my own additional design constraints are (a) gotta be a game, (b) gotta be made in less than 3 hours.

"Mono in New York simulator" is a map using the first person shooter engine of Half-Life 2 that shows you what it's like to have mono (or mono-like symptoms, at least) in New York.

The gameplay consists of you being confined to your bed as your health slowly drains away. You can stare at the ceiling, the walls, or the floor, but not through the window. There is only one ending.

(No download offered out of mercy.)

Friday, September 10, 2010

5 in 5: Feng Shui (analog board game)


"5 projects in 5 days" is part of my coursework at Parsons. The complete rules are here, but my own additional design constraints are (a) gotta be a game, (b) gotta be made in less than 3 hours.

Brenda Brathwaite said something along the lines of "all video game designers should make nondigital analog games too." So I decided to try it. First I just made some weird pieces of furniture out of cardboard and masking tape, and then I started playing around with them to see what was fun. I tried stacking them, I tried flinging pens at them... and then I used my pens as chopsticks, and a game design suddenly materialized in front of me...

Thursday, September 9, 2010

Mod Auteurs: Brendon "Blender81" Chung (part 2, "Bugstompers")


(Part 1 is here.) (Spoiler alert is in effect!)

As part of the latter half of Brendon Chung's work in Half-Life 1, Bugstompers is an experiment mainly in (1) a camera gun and (2) narrative and conversation in the FPS. I think this is where he really hits his stride and you start to see shades of thinking that led to the stunning Gravity Bone.

Though there's lots of other cool stuff; a long-term AI companion who never leaves your side, a cool animated caustics effect, a clever dynamic light effect at the end, etc. But the gun and the narrative are what I get out of it:

Monday, September 6, 2010

Learn to Play @ Euphrat Museum of Art

http://learn.toplay.us/

"Handle with Care" will be featured as part of a really cool games exhibition at the Euphrat Museum of Art in Cupertino, CA. If you're in the area, October 4th - November 24th, you're encouraged to check it out. I'm humbled that I'm associated with all these other amazing (and more talented) artists / designers. (i.e. I worship the Superbrothers)

(And whoa, they got a copy of Train? I wish I could be there.)

Friday, September 3, 2010

MIT Gambit's "Elude" and half-baked procedural rhetoric


First, play "Elude" so you know what I'm complaining about.

The core of Ian Bogost's "procedural rhetoric" is the idea of meaningful player agency; and for a choice to be meaningful, there must be a viable alternative.

In MIT Gambit's "Elude," the only thing new it brings to the platformer / doodle jump genre, a "resonate" verb, does not have any cost associated with it. There are no consequences to it. Thus, you can just spam "resonate" all the time and everywhere. It might as well not even be there.

(Yet in real-life, you can totally resonate with the "wrong" thing: a political party promoting racism, the co-worker who turned out to be crazy, the great apartment that turned out to be full of roaches and leaky ceilings, etc.)

But let's assume, for the moment, that the procedural rhetoric in Elude is sound and not just some re-skinning of a platformer...

Wednesday, September 1, 2010

The Illegible Free Roaming City, the Linear, the Nonlinear and the Ugly.


This slightly old article over at Serial Consign is a good survey of cities in video games -- not just as settings or narrative devices, but rather functions of gameplay mechanics, as in the SimCity series. However, the article argues Will Wright has embedded a pro-growth, pro-economics ideology in the game.

Player agency in these "god games" is an illusion. We aren't actually creating a city; we're just optimizing some preset numbers and formulas about how Will Wright thinks a city should privilege high property values or high density housing or nuclear power.

If you're going to argue that these so-called holy grails of emergence and player agency, "god games," paragons of nonlinear systems are actually linear and limited in a sense -- well, then you gotta be scared about the types of cities we actually acknowledge as linear.