Monday, December 24, 2012

Amnesia Fortnight design notes / analysis: "Autonomous"


I played the Double Fine Amnesia Fortnight prototypes without watching their pitches or videos or reading anything at all about them, so my descriptions / genre framing might be different from the "official" language used. MECHANICS SPOILERS BELOW...

Autonomous is a first person game where you build and "program" robot NPCs to battle hostile NPCs / mine resources for you.

Friday, December 21, 2012

Just around the corner, always out of reach...

UPDATE, 19 June 2014: I have given up on this project, and I'm open-sourcing the project files.

The ballad of the bloodthirsty poet. Still a lot left to do...



Current to-do list:
- redo door textures
- redo hologram textures
- fix the buttons so the level is completable again
- add gubbins and doodads, geo detail pass
- tweak lighting (esp. plants in gravity chamber, boost crystal .rad)
- redo skybox, add space jellyfish (?)
- carve channels into the main chamber floor
- data effect pass: entire complex comes to life
- garg?

Thursday, December 20, 2012

Deceptive epistemologies in strategy game interfaces, and a theory of strong vs. weak fallibility.


When you play Command and Conquer or Starcraft, you're supposedly some anonymous commander at a console who can see everything and command everyone via some combination of technology and/or space magic. When you play Warcraft, maybe you're looking into a magic mirror. When you play Company of Heroes, uh, you're... uh... a plane is flying above and radioing battlefield recon back to HQ, and some lovely women in neat khaki caps slide pieces around on a map?...

As far as user interface framing goes, there's very little metaphor outside of fantasy magic and holographic virtual magic. Of course, none of these are "problems" in these games, because everyone knows it's a trick -- that is, we all know it's just some stupid bullshit that doesn't matter, and that's okay. ("Tetris doesn't need a plot!!!")

But the only way to coherently read this kind of fiction is to disembody it, to assume you're more like some abstract "force" -- maybe you're the collective human will to survive or collective unconscious manifestation of nationalism, some system of belief guiding all these people and resources toward some grand purpose that few of them can imagine. (Frozen Synapse imagines that you are literally "Tactics," the player character is the squad's abstract ability to think, perceive, and act.)

Wednesday, December 19, 2012

A confirmed heart

A month ago I wrote about the Heart in Dishonored, and I'm glad my suspicions (it's a dressed-up radar / hint system / audio guide) were correct in this semi-interview at RPS with Arkane devs.

I can't say I share the author's admiration of its narrative results as meaningful narrative -- I found it way too transparent and instrumental in what "they wanted you to feel", which is why the Outsider NPC fails for me -- the designers want to narrate and interpret everything for me, to explain their game. I don't think it's subtle. (Comparatively, the Outsider's dad, the G-man, usually ends up confusing me more than anything. His magic is genuinely mysterious and Gordon Freeman never gets any access to it. In contrast, the Outsider isn't mysterious -- he's just an unexplained writer mouthpiece / deus ex machina / character with no stake at all in what goes on, it's hard to care about a non-presence)

So now I think the way forward for the industry (I believe in a "way forward" because I think novelty is extremely important in art, not in some game industry myth of innovation) to develop its storytelling techniques is, ironically, to listen to that crazy Far Cry 3 writer and think of an entire game as narrative, rather than confining narrative to an isolated series of dioramas with doomed corpses and "poignant" voice over narration. Some of the best indie games do this already: your entire experience is the game narrative, not just some one-off readables or loading screen lore that a writer typed into a spreadsheet.

How do you explain insanity

I remember talking to a game journalist about the difference between interviewing AAA developers and indies. He said a lot of indies and academics never stop talking, but AAA developers get quieter much faster -- maybe they were trained by PR or maybe they're tired? who knows -- but the most recent exception was an interview with a Far Cry 3 dev. This was back in August, so I was thinking, "oh yeah Far Cry 3, they're making that huh," and listened.

He said the Far Cry 3 interview was interesting because apparently the writers did a lot of research on insanity. They wanted to deconstruct insanity. They even featured an insane NPC as the character in the cover art, not the player character / protagonist, which was probably the first sign of them overestimating the importance (or, player interest) in all these details.

"But how do you explain insanity in rational terms?" I asked, "and I saw the trailer, it just looks like -"

The journalist nodded, "yeah, I know."

(Unrelated to insanity: this strange interview with the Far Cry 3 writer.)

Monday, December 17, 2012

new game: "Barback" for Ludum Dare #25

"Barback" is a 1-2 player cooperative / competitive Tapper-ish variant about 2 brothers and a bar. It should take you about 15-20 minutes to play through. It's a Ludum Dare "jam" game, which means I spent 72 hours instead of 48, and used remixed assets from outside sources. The extra day was worth it though.

Theme-wise, perhaps it doesn't really fit with the "You are the villain" theme, now that I'm done with it and looking back. I didn't want to make a game with obvious villains, but I think about my mental concept of a "villain" and by definition it seems to involve blatant villainy and a twirlable moustache. In this narrative, the villains are mundane: your own crushing feeling of failure, or people who care about you but are very pushy, etc.

Saturday, December 15, 2012

some more words on the AAA manshooter / text games

I have a knack for sending too much material to journalists when really they just want a quote or two. I promise to stop doing that. In the meantime, John Brindle's posted up the rest of my response from a piece he did about text / introspection / war games. It's cross-posted here, with some marked edits.

Friday, December 14, 2012

Triple Jam Pile-up this weekend!

This weekend is the classic monolith of game jams, Ludum Dare #25! Theme is still pending for a few more hours...

Also, this weekend in New York City is a special game jam hosted at Parsons called "Game On", co-sponsored by Github and Mozilla. The main requirement is to make an HTML5 game. Prizes include a trip to GDC 2013 (wow!) and I think there's free food to jam with, at least. (And as long as you're here this weekend, also check out Spacewar! at the Museum of the Moving Image, charting the long lineage of shooters from ur-game "Spacewar!" on a PDP-1 replica through Metroid II and ending with Halo 4.)

ALSO, this month in Chicago, there's the Six Pack Jam. Jake Elliott and friends are putting an arcade cabinet in some bar in Wicker Park and they want cool games to put on the cabinet! Here, the implied constraints are 2 player compatible modes with short arcade-scope play sessions, but maybe that's just my interpretation.

You could, potentially, make a 2 player HTML5 game with [LD theme] and submit everywhere. Whoaa.