Tuesday, September 18, 2012

How to Make Games with Twine

Public service announcement: Anna Anthropy has written a great short tutorial on making games using Twine -- it's perfect for people with little or no game development experience at all, and will allow you to make cool text-based games with choices and stuff.

Friday, September 14, 2012

"Do you think shooters take themselves too seriously?"

I was asked my opinion on this very important topic (?!) for a Kotaku piece and given the editorial constraints, the author chose to quote only the first paragraph -- which is understandable, it's a self-contained thought and I sent her too much -- and she was using "serious" differently. However, the piece did end up misquoting me by omission / editing. Again, it's not that it's her fault (it's not) or that I'm upset (I'm not!), I just should've expressed myself better. And written less. Here's the full text of what I sent:

If you're actually serious about war, then military shooters get 99% of it wrong. The US fights wars with unmanned drones, viruses, trade embargoes, and giant bases they airlift to the middle of Afghanistan. More significantly, they these games argue war is something inherently winnable, to some degree, through personal agency. The video game depiction of war is so misleading that we have to consume it as fantasy.

So, instead, I think modern military shooters are best understood as Hollywood blockbuster action movies. If we think about it like that, Die Hard takes the geography and materiality of the setting (the mechanics of action) VERY seriously -- in the beginning, Bruce Willis' character takes his shoes off to relax his feet on carpet because he's a stressed-out NYPD cop, but then later he has to walk on broken glass with his bare feet, which has consequences. The movie spends a lot of time on this, and makes sure the line of causality and punchline for the bare feet are all consistent and feel earned... but it spends all of 2 minutes dwelling on the thematic backdrop of terrorism and Japanese-American corporate culture. Bruce Willis is charismatic and human enough for Die Hard to work like this.

Tuesday, September 11, 2012

Excavating Adam Foster

UPDATE, 19 June 2014: I've given up on this and I've open-sourced the project files.

I'm approaching my Someplace Else port to Source very differently from how I approached my early work on the Anomalous Materials chapter of Black Mesa Source. There, I felt I had significant license to add rooms and change architecture styles.

Because Someplace Else is so combat-heavy, it feels strange to do that. Anything beyond higher resolution textures, new shaders, and more surface geometry requires justification, which means studying what Foster did and extrapolating what he would've done with more resources and higher memory limits.

In the history of level design archaeology, I think the most convincing piece of writing has been Channie on the laundry room in Favela from Modern Warfare 2.

I don't think I'll be able to achieve such certainty about something, but it'll be fun to think about.

Thursday, September 6, 2012

Greenlight, briefly.

$100 is not a huge amount of money to me. It's okay if it's not a lot of money to you either. Being rich and having privilege is not a crime -- however, being oblivious and insensitive is a crime, or at least unethical. You should own your privilege: understand what that means and understand that others have much less or much more.

As game designers, you should already know that it doesn't matter what a rule was intended to do. It matters what a rule actually does.

And when a lot of indies are brave enough to admit they're poor, and say that this rule discourages them from submitting to Steam for their best / only chance at some semblance of financial security based on their very good and deserving work (look at any indie's released sales numbers and the pie chart looks like Pac-Man with a nearly closed mouth; that is Steam's market share) -- when they say they are in pain, I am not going to tell them their pain is their own fault, or that their pain is imaginary, or that they're better off with their pain anyway.

Poor people deserve to make and profit from games too.

So please don't shut people out, because that's just one more door we'll have to kick down.

What I'm Working On Right Now

So after coming back from Europe last month, I thought about why I haven't been good at finishing things these past few months, and I've decided to try making something different in a different way, and to see how well that goes. That means no first person, no reliance on written narrative, no vast architectural worlds, and no "art + writing first" approach, which is what I've been doing (with varying degrees of success) for the better part of this year.

Convo is a squad tactics game about linguistics and binge drinking, and I'm working on systems / interface first... I've never paid so much attention to UI before. I have a few ideas as to how to structure the narrative and such, but I'm avoiding anything resembling implementation right now. Roughly, I'd say it's based on the notion that a game narrative's job is to emphasize and/or problematize a game's simulation gap.

Someplace Else: Source is a Source remastering of Adam Foster's Someplace Else, in anticipation of Black Mesa Source's impending release and the 5th anniversary of Minerva: Metastasis' release. If you're interested in partnering for Minerva Day in some form (fan art? photography? sculpture? design criticism? fan fiction? etc.) then please get in touch.

I'm also in the middle of writing a three-part series of essays for Rock Paper Shotgun. It'll probably appear in about 2-3 weeks, and the whole thing will get published across a single week -- so lucky you, not much waiting involved.

Stay frosty.

Saturday, September 1, 2012

Levels to Look Out For, September 2012

Hey, I just remembered to do these again, so here's some recent work-in-progress environment art / level design deserving of your notice:

Victorian City by Marc Thompson
I always thought art deco was a strange choice for Thief 2 to pull from. Architecturally, they started from medieval and skipped right past baroque, art nouveau, neogothic, and victorian styles, which always seemed ripe for use in a steampunk urban setting. Thief 3 channeled some straight-up gothic as well, which was disappointingly generic. Wouldn't these other, more sculptural styles, show-off your fancy newfangled normal mapping tech better than some boring brick insets? Oh well, here's hoping Thief 4 fares better -- Thompson offers a convincing glimpse of what a next-gen shiny victorian style might look like in a contemporary engine, with some really great use of fog.

Thursday, August 30, 2012

Where My RomComs At?

This is a post for the "New Horizons" blog round table thing at Critical Distance.

Literature, music, theater, and film all have long traditions of the "romance" -- and specifically in the Western romantic comedy tradition, it's usually about a handful of characters comically misunderstanding or misjudging each other until they're all forced to confess their true feelings, and then it ends with a top 40 pop song and a wedding.

Video games, comparatively, have a really weak romance tradition.

The closest thing I can think of is the casual time management / career simulator games that Emily Short regularly reviewed for her Homer in Silicone column.

Tuesday, August 28, 2012

The Company of Others.

Very few people read the dictionary for fun -- and generally, the people who refer to it as some sort of authority on language, well -- very few people read those people for fun either. They are the people who ruin conversations by googling whether Kevin Bacon's first role really was in Animal House when establishing certainty is never the point. In fact, certainty makes things worthless.

That's why the act of naming is a powerful act. It implies mastery and ownership over something, it imposes limits: North America. Adam. Drosophila. So it must be pretty to think you're some sort of intrepid explorer charting undiscovered countries, setting your flag down in alien soil. Civilization. Wilderness. Barbarians.

Many games have a notion of sportsmanship. When you're, say, 6 years old, you learn that arguing in a game of tag is foolish. Competition is not an excuse for selfishness and ruining the game for others. It's even more foolish when the game has no end in sight; when victory is impossible or irrelevant; when, clearly, the point is just to enjoy running around in the company of others.

I think formalism has its uses. Arguing about whether something's a game or not, however, when the designer and at least one player clearly find it a compelling and/or playful experience of some sort and use the word "game", is probably the most wasteful application of formalism possible. You're not "furthering the advancement of game design" or whatever by negging someone's work, you're more likely just making the developer feel like shit.

Games are for people who care about what games are, about the purity of genres and mechanics, the thrill of a kill -- and that's okay. However, games are also for us, we who simply enjoy running around in the company of others.

So join us if you want, it's your call. 

But if you don't, then please, just get out of our way. We have a game to play and you're interrupting us.