Wednesday, January 16, 2013

2/3

At some point, I think I forgot I was making a game. It became more like this expansive simulation of every possible reality, folding into itself; I caught myself wanting to make everything interchangable with everything else, to let every piece talk to another piece and act like yet another. Everything was a network, a graph, and every node was another network. Recursion upon recursion.

There's a tendency in game development to think that you will always be coding "the" framework you can re-use and re-use for everything. Everything should be modular, endlessly recyclable, endlessly useful. It's hard to let that go and accept that you should focus on making a game, first -- a game that works -- and not an engine or a library or something that'll change everything as we know it. I ended up forgetting the most basic lessons of making.

Convo felt too big, and it felt too big by 2/3. I had to cut 2/3. I don't know how I can quantify a fraction like that, but I thought about my ability to build and engineer and develop, within the timeframe I wanted, and decided it was overextended by at least 2/3. I've cut a bunch of stuff, but I'm not sure if the scraps on the floor -- do they add up? Is it enough? How do you know if you've cut too much? Is this what Peter Molyneux feels like?

More details soon...

Friday, January 11, 2013

The unportalable: games as paratexts and products


Several years ago, I sat-in on a "games as literature" course, and promptly got into an argument with the instructor. We were talking about Portal, and he argued the dark metal unportalable surfaces seem "sinister" because of their color, rustiness, sense of alien materiality and permanence, lack of affordance, etc. (This was also an introductory course, so a lot of his effort went towards getting students to make critical arguments about games at all.)

I argued that interpretation was irrelevant, and that type of thinking was obfuscating how these surfaces actually function to players: in Portal you don't think to yourself, "that wall is scary," but you more often think "I can't portal there, let's look somewhere else" or "wow that wall looks cool on these graphics settings." To me, the wall material told more of a paratextual story rather than a diegetic story.

Monday, January 7, 2013

Kentucky Route Zero (Act 1), by Jake Elliott and Tamas Kemenczy


The first act of Kentucky Route Zero is now available for purchase, conveniently on the same day as the news that it has more or less swept this year's IGF nominations. The praise is well-deserved. Cynically, you could sum it all up as Sword and Sworcery + Prairie Home Companion + the love child of a Jorge Luis Borges / David Lynch / Flannery O'Connor threesome (except, uh, less violent). It is a game consisting almost entirely of moods.

Monday, December 31, 2012

Convo's current epistemology spec / knowledge model

Epistemology

In Convo, characters do not have fixed names or skill stats, exactly. Instead, they have knowledge that they selectively believe about themselves and represent to others.

One character might have knowledge that they are sometimes Josef, a French civilian with 8 mind points. Someone else could also have knowledge that they are sometimes Josef, an Abwehr officer masquerading as a French civilian with 6 mind points and lockpicking abilities. Both characters can claim to be "the" Josef, and perhaps both characters are the Josef. The "truth" is partly whatever you can get the people who matter to believe -- that might be a commander, a guard, or a farmer, or whomever you need to accomplish your goals at a certain time and place. A "person" is just the sum of their knowledge and what other people believe and perceive about them.

This knowledge model, of separating objects from their qualities, describes personal identities -- but it also describes the entire world and what happened in it. To some extent, the world doesn't exist, just traces of it.

Wednesday, December 26, 2012

The 2013 Queer Feminist Agenda for Games

Identity politics in video games are on the rise: there are more transgender, gay, or queer people in games speaking out about their experiences, and more women are speaking up about harassment and discomfort that pervades game culture. As we approach next year and consolidate / organize / build-up this wonderful "queer feminist game culture" coalition, here are the major issues currently on my mind:

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.)