Category Archives: Games and Game Development

Thoughts on games and game development

Training

A week into work and already things are in full swing! I am extremely happy 🙂

Now that I am a Dr. Professional Game Designer, and now that I have some threads of consistency to schedule around, it’s time to start training! That is, it’s time to start catching up on games that I have been intending to play. As I started making a list and a plan, I realized that this is rather like having a workout schedule or an exercise program.

Dividing daily workouts between cardio, upper body strength, lower body strength…dividing daily game playing between the Wii, the PS3, the PS2, the PC…it’s amusingly similar.

An issue to contend with is my budget: I’m in no place to start buying games, even used ones, so I’m starting with what I already have or what I can scrounge up for free or very cheap, via Insomniac’s game library or Gamefly or whatever. Jake at work suggested that I could scrap by pretty well on demos and betas, and gave me a multiplayer beta voucher for Uncharted to get started (it rhymes, tee hee!).

So, here’s my starting list of games to either beat or sample.

Wii
1) Twilight Princess – which, I realized the copy I have doesn’t even belong to me, it’s DC’s! I borrowed it and never gave it back because I’m a TERRIBLE FRIEND

PS3
2) Ratchet and Clank: Quest for Booty – hooray for Insomniac freebies!
3) Assassin’s Creed – I feel like I practically played through most of this when watching Joe last spring, and I would like to play the sequel when it comes out, so I need to catch up
4) Far Cry 2 – I saw so many talks about this game at GDC this year that I want to check it out and see what’s what
4) Flower – I only got to play a tiny bit when we were playing it at Schell, so I went ahead and bought it

PS2
5) Fatal Frame – oh how you taunt me! This game is effing hard, but not in a discouraging way, in an “omg I must conquer you!” way. I’m gonna get myself a guide and play through and have enough film for the last two nights. SO THERE!
6) Ico – this gets referenced and brought up in game design discussion so much that I simply must play it for research.

PC
7) Half-Life 2 – I had a pretty good run playing through this game until I got myself stuck under a pipe because I wanted to see if I could fit under there. It happens. Anyway, research!

DS
8) Rhythm Heaven – because i almost beat it when I borrowed it from Carlos, and had a super fun time with it!

8 Games in one summer, can I do it?

San Francisco wrap-up

Ugh, I have been sick like a dog all week with post-convention funk. I think I’m finally killing it, though.

So, GDC was fun times for sure, but several of us stayed an extra day over the weekend to hang out around San Francisco. Andy, Edmundo and I stayed with M.E. We got up the next morning and headed for Chinatown to meet Carlos, Carren, and Carren’s sister. The goal was dim sum, but no no, not just ANY dim sum.

You see, when the crew went on their ETC West Coast trip two years ago, they went to a specific dim sum place while in San Francisco. They were all determined to find the same place again, but had no idea what the name of the restaurant was, and nothing but fragmented memories about where exactly it was located.

Between looking up dim sum places and seeing if they looked familiar on Google Street View, looking at photos from their West Coast Trip to see if any pictures contained street signs in the background, and trying to combine their memories (“I remember it was at the crest of a hill!” “I think we were parallel to the Transamerica Tower!” and no less than a dozen “THIS LOOKS FAMILIAR!”), we walked up and down nearly every block in all of Chinatown and STILL didn’t find the place.

I suggested that perhaps it were a magical place, and you could only find it if you’d never been there before. All the same, I wasn’t about to go wandering around by myself to test the theory.

Nevertheless, there is no shortage of good dim sum in Chinatown in San Francisco, so we still had a DELICIOUS lunch!

The other big highlight of the day was going to see the Exploratorium. I had heard many sing the praises of this science museum, and was anxious to check it out for myself. The songs of praise are true! It is, by far, the best science museum I have ever been to. All of the exhibits are 95% interaction and only 5% text (The Louisville Science Center’s newest installations could learn from this place for sure) and the interactions were significant and engaging (not just “press this button”).

Of course we didn’t see it all, and I really wanted to check out the Touchdome, but it was sold out for the day. This is fine, for it will give me an excuse to go back to San Francisco at some point so I can finishing exploring the museum. HEY COLIN!! Can I come visit you sometime so we can go to the Exploratorium? 😀

Anyway, it was lovely time spent in San Francisco. (it was actually sunny for the whole week! Not a cloud in the sky! MADNESS!!)

GDC Friday

Today, the conference caught up to me, and it was somewhat lazy. With the exception of getting up at the ungodly hour of 8:00am to go to a Schell Games breakfast, I spent the morning in full nappage. After we checked out of the hotel, I took my napping to the little park area behind the Metreon, where I was lulled to sleep by the water feature.

For lunch I had 2 banana-strawberry-nutella crepes from the fancy food court, which perhaps wasn’t the wisest decision I’ve made, and resumed my lazy day at the bean bag lounge in the conference center. I happened to run into Olivier there, and eventually Drew showed up, and then some Schell Games people, and so on (the more people in a cluster, the more magnetic it is, I guess).

Several of us went to the afternoon talk about level design in Far Cry 2, and how it supports varying player types and allows for player expression. It was certainly an interesting lecture, and drew some fascinating analogies that I’m not sure I agree with, but were interesting nonetheless. More delicious food for thought.

The Schell Games crew bid the fancy food court a final farewell, and now I’m chilling with Andy and Edmundo, waiting for M.E. Chung to come and fetch us and bring us to her abode.

Overall, I had a fantastic GDC! I got to see so many people again, and the talks I did see were very good. A worthwhile experience for sure!

GDC Wednesday Night

I’m chilling out in my hotel room wearing an outrageous zebra-print bathrobe, for it seems that the hotel provides tacky animal-print bathrobes for all its guests. Classy!

I spent the afternoon schmoozing about the expo floors. The amount of booths on the floor was somewhat dismal, and the career floor was packed, but I suppose that isn’t surprising given the times. There was a lot of me introducing people to other people, and a lot of randomly bumping into folks, and other such socialization.

The evening was a restful one – Tracy, Chris and I ordered in food and hung about the hotel room. Afterwards, I joined a pack of ETCers and headed to the ETC Gathering, picking up Drew along the way. The party was loud and crowded in a small space, and I was proud of myself for lasting a good 15 minutes in there. I am, as always, terribly apt to be drained by large and loud social gatherings.

Drew and I then headed over to the top floor lounge at the Marriott to meet up with a bunch of people from Project Horseshoe. Much like the gathering on my first night in San Francisco, this social setting was MUCH more to my taste. We didn’t sit and chat for long before someone busted out the card games – Family Business taking the forefront.

Family Business is a fun little card game in and of itself, but the true joy in the game is from the gimmick where all the players have to speak like mobsters. This, of course, amplifies hilarity in every action, and I was happy to observe the rise and fall of the city mobs, particularly the vicious rivalry between Olivier and Brenda (I suspect that feud may last for generations on end!)

Tomorrow I’m planning on hitting up the Valve and Blizzard talks, and hopefully catching up with Steph and Colin if I am lucky.

GDC Wednesday Morning

After a whirlwind of excitement (by which I mean a 5 hour delay in Dallas), I finally arrived in San Francisco last night to be bombarded with social greetings. We’re staying at the Hotel Palomar, which is multitudes better than they sketchy place we stayed last year (sans purple track lighting and a palm tree painted on the wall, though) and much much closer to the convention center.

Andy and I met up with Drew and some of the Insomniacs and there was much greeting and hugging. Amusingly, Insomniac and Schell Games seems to have booked the same hotel. Before long, Reagan joined us, having “heard my laugh” from God knows how far across the floor. I’m flattered that my laughter is a beacon, but occasionally embarrassed by how loud it apparently is!

There was chattering and drinking and people came and went and I gave out many hugs. Jesse stopped by, and Schell Games Austin showed up, and then the ETCers started filing in. It was much fun! These are the sorts of social encounters that I truly enjoy, rather than exhausting myself at the IGDA party.

This morning I hit up Clint Hocking’s lecture on Fault Tolerance, which was about Intentionality and Improvisation in the design of Far Cry 2. There, Drew and I found and greeted Olivier, and subsequently threw things at Brenda Brathwaite a few rows in front of us (she brandished threateningly and there was much giggling from our row).

The talk itself was very interesting! I thought that looking at gameplay patterns in a cycle of composition/planning phases and execution phases was a pretty insightful way of analyzing how a player interacts with the game, and one I hadn’t thought of before. While I think his use of the word “Improvisation” was misleading, the ideas behind it were sound and fuel for much thought. Plus, after chatting with Brenda Harger afterwards, we agreed that having the phrase “Improvisation” more accessible in this industry was a good thing, even if it was not being used accurately. Having it get exposure may lead people to investigate, and that’s always good!

After the talk, Drew and I went and grabbed lunch with a friend of his from Infinity Ward whose name slips me. The fancy food court in the shopping center is just as delicious as I remember it! Paninis for the win!

As I expected, I was exhausted after lunch, and in need of a nap. I think I’m pacing myself much better than last year, now that I have an idea of how GDC is gonna roll. Looking forward to social gatherings tonight! Stay tuned for ADVENTURE!

The Sleepiest Chimera

As a present, Jesse gave me the little chimera figurine that comes with the fancy-pants edition of Resistance 2. It does not look fierce, but rather as though it is yawning. Perhaps it was put on some uneventful patrol and is bored out of its mind. Poor guy.

Speaking of sleep, I’ve been conducting a sort of sleep experiment of my own for the past week. Basically the idea is that I’ve taken 2 weeks of my life in which I will sleep as much as I please, with no obligations to guilt me awake. I just want to see what my sleep patterns are when left to my own devices.

So far, the patterns have been incredibly erratic, but I have been getting about 11-12 hours of sleep a day total. I have been otherwise keeping active and making sure I have access to sunlight, but it seems to make no difference.

Jesse is loaning me some sleep-robot thing that detects your near-awake periods at night, and figures your sleep pattern based on those. It seems to only work with long stretches of sleep, but I’ll give it a try tonight and see how it works. It’s a nifty little device, at any rate.

I have no idea what I’ll do with this data after the end of the 2 weeks, but I feel like it’s good to have, and I’m just generally curious. Plus, after this semester I’ll be a working woman. No more luxurious breaks, so I’d better work one in now!

Quotage

(On BoomBlox)

Lisa: “I like how it vibrates your wiimote just a bit when it’s your turn.”

Maria: “It’s so you can play this game if you’re blind.”

—–

Maria: “I don’t have any programming skills, I just think of the ideas. That makes me the designer.”

Scott: “I don’t have programming skills either, what does that make me?”

Maria: “That makes you a playtester.”

Soul Bubbles

One of the awesomesauce people I met at Project Horseshoe was Olivier Lejade of Mekensleep. When he told us about his company’s game, Soul Bubbles, on the van ride to the conference I became instantly intrigued. It sounded cute and fun, and the more I got to know Olivier and his cleverness, the more I was curious about investigating his design work. One Amazon gift certificate later, I finally got a copy into my DS.

The game is delightful and super-elegant, and I’m really enjoying it! The world of the game is very strange: You act as a spirit herder, putting spirits in little bubbles and blowing them around to transport them, using the bubbles to solve puzzles to make your way through the level. But the weird concepts are very smartly introduced, so that by the time you start herding spirits, all the weird stuff feels natural.

Part of the delight of this game is simply the core interaction: using the DS stylus to blow around a bubble, slice it into smaller bubbles to squeeze them through small spaces, bouncing bubbles back into one another and combining them back into one big bubble, etc. The interaction makes wonderful use of the stylus and touchscreen and is a perfect fit for the DS.

Above all, Soul Bubbles just feels very, very polished. Everything is “just-so,” and is not bogged down with too many features. It is very simple, but very polished, very elegant, and very fun! All the better, too, for my poor DS was stowed away and gathering dust, only coming out for long travel trips. Now I have a reason to tote it around with me more regularly.

Huzzah for awesome games! Well done, Olivier 😀