Wednesday, October 24, 2012

"Zobeide" at Playing The Game, 27-28 October in Milan


I'm fixing up Zobeide / adding a few features for yet another Lunarcade event, this time at "Playing The Game" in Milan from 27-28 October at Spazio O' Artoteca. If you're around, then you should attend, if for no other reason than to play XRA's mesmerizing "Memory of a Broken Dimension."

Machine translated website copy (from Italian to English) is after the jump:

Wednesday, October 17, 2012

Talking about Convo.

Figuring out how to talk about your game is part of designing your game -- so trying to explain Convo to various people has been extremely helpful in refining my design goals.

My favorite version so far has been, "it's an attempt to make The Sims accessible for hardcore gamers."

The argument is that social simulations like The Sims and Prom Week are actually really complicated systems, more complicated than most supposedly "hardcore" games -- like, I tried playing Prom Week again the other day, and couldn't understand how to achieve anything because each character has a dozen abilities and a dozen moods and a dozen relationships. It seemed like a brute force approach to simulation, to dissect the gamut of human feeling and then to directly design and represent each facet. Don't even get me started on how much stuff is in The Sims... it's all very fascinating, but it's also really intimidating.

But take something like XCOM -- I really like how there are just 3 core verbs (move, shoot, overwatch) that produce a variety of situations. However, the player stories consist mostly of "my squad was in danger and we survived" or "we got massacred" or stuff along those lines. I don't think XCOM's relatively limited range of emergent narratives come from its limited verb set; I think they come from the premise of its simulation, a military squad battling aliens. What if we replaced that premise with, uh, the mundane but thrilling dramas of everyday life?

"My bros were in danger but one chatted up a really hot girl, but then she started talking about particle physics which he knew nothing about, so I had him text his friend about particle physics so he could talk to her instead. Turns out, they both hated plaid."

Other elevator pitches:
  • "It's like XCOM plus Jersey Shore."
  • "It's about applied linguistics and binge drinking."
  • "It's like XCOM plus Love Actually."

Monday, October 15, 2012

Dishonored fails as an immersive sim within its first minute.

This post DOES NOT spoil Dishonored's plot, but it DOES spoil a little bit about how Dishonored's branching narrative works.

I'm being dramatic here; Dishonored is pretty well-designed and gorgeous and I enjoyed myself. I liked Dishonored, on the whole. However, I couldn't help but notice that Dishonored, taken as the immersive sim it keeps insisting it is, fails within its first minute under that tradition. It fails upon giving you your first choice:

Do you want to play the tutorial or not?

Monday, October 8, 2012

Indiecade 2012, notes


Part of me thinks I shouldn't even write about Indiecade: it's something that should be jealously protected from all the evil in the world. Its "independence" doesn't refer to the substantial indie attendance; it refers to how differently it does things, standing apart from the giant game conventions I've been to:
  • It's for the public. The "village" consumes the better half of the Culver Hotel parking lot / plaza, and you have a constant stream of random people strolling in. The finalist arcade is inside a firehouse. Various panels and talks are in random auditoriums / civic institutions. This is a festival that's actually interfacing with a city and takes pride in what a city is, while other conventions are so huge they isolate themselves in compounds far from city centers.
  • Real access to people. Want to talk to Jonathan Blow? Well, he's sitting on that bench over there. All those darlings you follow on Twitter? Over there, getting a beer. Los Angeles' lack of effective public transit means that people generally stay around the festival area and it's easier to find / meet people, ironically.
  • Really good cookies. Damn, those were good cookies.
  • Real engagement. There was a talk about queer games and people asked critically interesting questions: What, structurally, is a queer game? Is identity politics a distraction from more pressing issues like the indie-industry relationship? Across the entire festival, there were very few stupid questions, very little noise about "that's not a game" or "this genre is better than that genre" -- work was approached on its own merits.
  • It's not really about business. I mean, business totally took place -- Sony is a major sponsor and is definitely the most indie-friendly publisher I've seen -- so it's there if you look for it, but otherwise you'll never drown in it, which is really nice.
If you can afford Indiecade, then go. That's all I can say.

Friday, October 5, 2012

MINERVA Month!

As queen of all mod-dom, I do declare October to be MINERVA Month -- this year, celebrating the 5th anniversary of Adam Foster's MINERVA: Metastasis! Loyal acolytes are hereby advised to investigate new documents leaked to the public: https://hylobatidae.org/minerva/blogsheep.php?action=articleinfo&id=115

Also, look out for some MINERVA-related things, due out for later this month, if the stars align...

Tuesday, October 2, 2012

"Loving the Bones" in Game Developer magazine, October 2012

I adapted my blog post into a short article for the October 2012 issue of Game Developer magazine, promoting the art of the humble texture flat as its own art-form and mode of appreciation. The three masterpieces discussed are: Rob Laro's tankbuster sheet, Thomas Varoux's palace lightmap, and Anna Anthropy's miner spritesheet. Together, I thought they represented a good cross-section of non-photorealistic / desktop / mobile / 3D / 2D / environment / character art going on today. Pick up an issue of GD mag at the game convention nearest you, or squint at this low-res but somewhat legible clipping to the left.

Wednesday, September 26, 2012

A bit about Convo.

Convo is a tactical squad romance about applied linguistics and binge drinking.

I remember when I was of legal age (okay, well, of kinda somewhat legal age) and I started going to bars. Who teaches you how to behave at a bar? How do you know how much to tip a bartender if at all ("$1 a drink, usually, in the US") or what tabs are ("you pay when you leave") -- is it weird if you're there by yourself? (Sometimes.) When do you buy a round for everyone? (Sometimes.) When is it okay to check your phone? (It depends.) There are all these rules of socialization that we internalize without thinking, practicing them until they become reflex. Different bars in different places have different rules, and we wordlessly sensitize ourselves to each arena.

But even before we enter bar culture, we get socialized at a much more basic level -- in the art of conversation. How do you know when it's your turn to talk? When can you make a joke? When can I leave a conversation?

My prototyping process has involved a lot of linguistics research along these lines, mainly focusing on an old (now somewhat irrelevant?) branch of applied linguistics called "conversation analysis." It might be really hard to teach an AI just how to time its responses and get into the rhythm of things, but there are 5 year olds who effortlessly achieve gapless conversation on a daily basis. I find that fascinating -- and where there's elegance and an element of timing, there's strategy and a game.

To be clear, my goal isn't to solve "procedural conversation generation" in any way, but rather to sidestep it. Convo is NOT about "what" you say or "how" you say it -- it's mostly about "when" you say it.

I'll post more about Convo as I develop it.

Wednesday, September 19, 2012

A People's History of the FPS, on Rock Paper Shotgun


I've turned my No Show Conference talk into a 3-part essay series for Rock Paper Shotgun. It argues for a long-standing but suppressed tradition of non-industry involvement in the first-person genre, and that the nascent "renaissance of the FPS" isn't really that recent. Instead, we mentally blocked out the "innovation", then complained why there wasn't any innovation.

Part 1 talks about the Doom WAD scene and the murder of Myst.

Part 2 argues that FPS mods were a way to break into the game industry, so we had to think like the industry too, even if it was dysfunctional / self-destructive for us to do so.

Part 3 observes that many people mod today without any regard for an industry job, and the career path for post-amateur modders is now unclear because of the indie scene. It also argues that many mods are now "postmods" in that they don't care if they ever get played, among other reasons.