Sunday, December 12, 2010

Preaching to the Converted

Some words from Jonathan Blow: (emphasis mine)

... I still wouldn't tell people, "Don't make that game" exactly, I would say, "Think about what you're making and be careful when you make it and try not to exploit players." But I mean now that we've got FarmVille and stuff like that, I pretty much would say "don't make that kind of game" because I don't see much value in it.

It's only about exploiting the players and yes, people report having fun with that kind of game. You know, certain kinds of hardcore game players don't find much interest in FarmVille, but a certain large segment of the population does. But then when you look at the design process in that game, it's not about designing a fun game. It's not about designing something that's going to be interesting or a positive experience in any way -- it's actually about designing something that's a negative experience.

It's about "How do we make something that looks cute and that projects positivity" -- but it actually makes people worry about it when they're away from the computer and drains attention from their everyday life and brings them back into the game. Which previous genres of game never did. And it's about, "How do we get players to exploit their friends in a mechanical way in order to progress?" And in that or exploiting their friends, they kind of turn them in to us and then we can monetize their relationships. And that's all those games are, basically.

And there's this kind of new way where people are, like Bryan Reynolds working on FrontierVille and stuff, making it supposedly deeper, but that kind of thing has been very token so far. And in fact, I would argue that the audience of that kind of game doesn't necessarily want a deeper game, or certainly that's not proven; it's very speculative.

So I would say don't make that stuff. If you want to make a Facebook game, there are a lot of very creative things that could be done, but the FarmVille template is not the right one...

(... And then you have people calling you a classist for insisting that the reward scheduling in Farmville is unhealthy and exploitative -- because crack addicts have been known to defend their habits.)

Wednesday, December 8, 2010

Radiator Blog: One Year Anniversary (kinda)

Holy shit, I've been posting consistently almost a year now? Blogging is weird; sometimes it feels like a job ("I need a post in a few days...") and sometimes it's like, wow this is amazing and totally rewarding (e.g. an impromptu discussion of brutalism in the comments).

Anyway. Here's a round-up of my favorite posts from the past year. If you just got here, you'll be all good if you just catch-up with these:
  • This post about Dragon Age, gay marriage and mods got re-published on Kotaku and scored them quite a few page views. It's a shame the Escapist didn't pick it up; I think it's one of my stronger pieces with a decent close reading of why nearly everyone likes Alistair / a non-obvious angle to approaching Dragon Age.
  • Before the Sterling Affair, it was earning by far the most comments / discussion for a single blog post: the "Sexiest Game Developers Alive." This bodes well for the future of deep, thoughtful discourse on games.
  • Out of the GeoComp2 Quake 3 Arena levels series, I liked Charon's "Demon Pigs Go Hog Wild" the best. It's just so disorienting... yet readable. Ahead of it's time perhaps. I think this level, perhaps, is a "digital brutalism" in some ways.
  • So I have a trinity of game developers whom I deeply admire, and I've done decent write-ups about Adam Foster and Brendon Chung. Unfortunately there's no love for Stephen Lavelle yet, because the man has released, like, 500 games. One would require a degree in "Increpare-ology." I think I'll just write about Opera Omnia and keep it to that.
  • My story of interviewing with Valve's Robin Walker at GDC 2010, him playing my mod, him being the most charming man I've ever met in my life and I want to marry him then divorce him then marry him again. I'm still not sure why I went; my chances of getting a job were pretty slim to nil. (Advice to students: unless you're a finalist in the IGF or have some card up your sleeve, it probably won't really be worth it.) But it was nice to meet people / breathe the same air as Robin Walker, and those sandwiches at the Valve booth looked nice but I was too scared to take one.
  • A post about a "casual" indie game about oil drilling, "The Oil Blue," a game that apparently no one cared about. I really liked it though: it has great interface design, especially lots of nice touches when your interface is "warming up," etc. In a sense it's from the Miyamoto school of design, where just pushing buttons and switches is fun and satisfying. (Good sound design here too.) It makes me want to learn Gamemaker.
  • I tried to channel some Roland Barthes for my essay, "The Death of the Level Designer." Procedural generation is only getting better and better, the nature of postmodern warfare today is almost diametrically opposed to the current static notion of level design, etc... And photos of ruins are cool.
  • I modded Brendon Chung's mod, "Droptank Oscar," and re-released it. Modding mods is kinda crazy to think about, but I heartily recommend it.
  • This post about free-roaming levels (usually cities) pushes Tony Hawk as more parkour-esque than Mirror's Edge. Speaking of which...
  • ... I complain about the signposting in Mirror's Edge, and use that as a springboard for a general rant about how we approach player psychology in level design. This was clearly a case of blindly following theory rather than testing to see if players actually behaved that way -- not to single Wesley Tack out or anything. (I'm not a jerk. I'm not a jerk. I'm not a jerk...)
  • Legends of the Hidden Temple is an awesome 90's American children's game show, and it has some valuable level design lessons. There are also some cool links in the comments to crazy British game shows with playful level design in a similar vein / Adam Foster graces his loyal acolytes with a rare appearance from his fortress in Seattle.

Friday, December 3, 2010

Levels to Look Out For (December, 2010)

These are levels / environment art that I think are cool, and you should agree with me.

> UE3 Medieval Scene by Jordan Walker
This is what a next-gen Elder Scrolls: Oblivion (or the upcoming sequel) should look like... well, if Bethesda had the resources to hand-place every clump of grass. But that grass! Wow! (Turns out the secret is some shader talk about taking world position normals instead of face normals, or something...?)

> Chell's Legend by Jason "Generalvivi" Mojica 
I 'll be blunt: I don't like the screens with the super shiny normal-mapped spiral disk thing embedded in the walls. Valve usually avoided such heavy / blatant use of specular, I think, because it looks bad. Instead, Mojica's work is at its best (and most confident) when he isn't relying on a super-reflective prop_static to create visual interest; the "plainer" screenshots show great understanding of scale and form with a good balance of smaller and larger details. I love what he does with blocks and windows... Just, please, get a specular mask on that thing!

Monday, November 29, 2010

Should We Keep Ignoring Sports Games? (Bogost: "No.")

(source photo by Scott Ableman)
In his talk "What is a Sports Game?" at "FROG 2010" (never heard of it!), renaissance man of game design theory Ian Bogost cracks a few eggs of knowledge on you about sports games. (Since not all of us have an hour to spend watching this, I've extracted the main talking points below:)

Our current, incredibly underdeveloped theory of sports games is this: sports games are simulations. We watch professional sports on TV, then go on to play the licensed game with licensed properties and likenesses of professional players and John Madden's licensed voice saying licensed things with a sportscast-style user interface and presentation. Just compare a still from an ESPN sportscast and a screenshot and the resemblance, from the HUD to the camera angles, is uncanny.

If we're to say they're simulations, we have to think about the act of simulation; specifically, the "thing" one simulates must be a stable, discrete thing in order to simulate it.

But modern soccer as we know it (or "football" as the rest of the silly world calls it) has transformed through hundreds of cultures, variants, rulesets... It's not stable. We don't just plug some VGA cables into a rulebook and get a "simulation." The Mayan version of "football" existed for millenia; who's to say our "football" is more "football-ish" than their version of football? Thus, sports are largely originless, and only exist as long as we're willing to repeat playing them over and over.

Wednesday, November 24, 2010

So... I Played a LARP: "Ghost Engines in the Sky" by Nick Fortugno

low-res photos ripped (under Fair Use) from the New School Free Press article on the same game
... apparently not all LARPs are about throwing lightning bolts.

It was Nick Fortugno's "Ghost Engines in the Sky", set on a mysterious train in 1850. You're one of many passengers -- stricken with short-term amnesia, of course -- and you have to find out what happened / who should get blamed for it. Overall it was pretty cool, but I felt like there were some issues with the facilitating, signposting and the procedural rhetoric...

(*extensive* SPOILERS after the jump)

(this LARP relies heavily on fresh, unspoiled players -- like, literally, if you read anything more, then consider yourself banned from playing this game *forever.* If I could adequately critique this game without spoiling it, I would... But I can't, especially when it defies the popular conception of a LARP.)

Monday, November 22, 2010

Still Hyping: Atom Zombie Smasher

Brendon's unveiled the teaser for his newest game:



I'd say more, but I'm under a strict media embargo.

("Radiator Blog! Your #1 fan site for all things Brendon Chung.")

* ... Not really.

Sunday, November 21, 2010

On All That Gay Stuff: A Statement

I, of all people, have the least interest in getting typecast as "that guy who always complains about gay stuff in video games." However, the combined weight of Rock Paper Shotgun and Jim Sterling's vast and powerful Twitterverse have motivated this statement... (plus, I'm getting bored of arguing about this)

0) To everyone who can't fathom how I could so horribly misconstrue Jim Sterling's words: have you forgotten the 3rd image he posted in his article? You don't remember? Well, here, let me link you to the image of a man getting fingered, with an effeminate anime-style gay male character photoshopped on top.

That is the face of your beautiful, tolerant, post-sexuality paradise: it's riding on a steady undercurrent of homophobia and revulsion of what gay sex represents. Wait, no, you're right: Jim Sterling included that image because he wants you to like it and be tolerant! Of course.

... or is his point that gay sex is funny / gross, so video games should avoid it -- because only normal people should have normal sex, right? However, let's assume that image is completely innocuous and Jim Sterling means completely well, as so many people have assumed for some reason. Okay:

Saturday, November 20, 2010

Chris Hecker's talk at NYU Game Center, 18 November 2010

So me and a bunch of people got to play Spy Party at the NYU Game Center. The food was pretty good too. (And the poster for this event is stunning.) Altogether, a classy affair.

If you're not sure what the game is all about, there are plenty of write-ups that you should read first. After the public playtest, we listened to Chris Hecker talk for the better part of an hour. Here's my write-up / notes from the talk:

* * *

First Chris Hecker apologized a lot for being unprepared and stuff. Then he started talking. (Pretty much everything here is paraphrase.)

Most games have you constantly moving. In Counter-Strike, for example, you're constantly adjusting your trajectory, your view angle, etc... but in Spy Party, constantly moving / fidgeting means death. The idea here is that video games should also be about performance; sometimes your playthrough is just "good enough" and you live with your mistakes, you improvise. The key to being a Spy is moving with confidence; be Zen. (Though NPCs also randomly fidget too, just to fuck with the sniper.)

But right now, there's a big problem with Spy Party -- a master Spy cannot perform a mission if a merely decent Sniper is watching. Ideally, a master Spy should wipe the floor with a decent Sniper, regardless, but that isn't the case. Once the Sniper learns a few heuristics, the game goes from heavily favoring the Spy to heavily favoring the Sniper.