segunda-feira, 16 de dezembro de 2013
Game ideas in 6 easy steps
quinta-feira, 5 de dezembro de 2013
Observing level design in Gauntlet
I’m an old school gamer and, occasionally, I like to play NES cartridges from the 80’s. One of my favorite titles from this time is Gauntlet.
Gauntlet (1985, Atari Games) is a fantasy-themed hack and slash game, originally created for arcade with versions for NES, Master System, Mega Drive and other consoles. In the NES version, players could select among four playable characters: Thor the barbarian, Merlin the Wizard, Thyra the Valkyrie, or Questor the elvish archer. Gauntlet’s levels are full of orcs, spectres, skeletons, treasure chests and other classic elements from medieval Role Playing Games.
Each character has unique abilities, powers and weaknesses. So, it’s possible to explore different ways playing the game solo or combining different powers with a friend on the second joystick.
The gameplay is set within a series of top-down, third person perspective mazes where the goal is to find and scape through the exit in every stage. The video below shows Gauntlet’s mechanics.
Despite the simple interface and limited resources of this time, Gauntlet is a good example of level design management. The game has 100 stages and each of them is unique and works with the limited boundaries of the TV screen. The game uses the player’s memory with complicated mazes and has a life meter that works as a time pressure component.
The 100 stages are divided among five worlds, each one with special technical features. In Gauntlet it’s possible to see a well-constructed difficult/learning curve by passing the stages. The game hybridises the levels with the mechanics to offer the player a positive experience.
In this context it’s possible to say, “games consist of stages, or levels. As the player progresses through a game, the levels generally increase in difficulty and the story develops. The designer must create a series of challenges for the player as he progresses through a level. This means that the design of individual levels is closely linked to the design of the game mechanics” (THOMPSON; BERBANK-GREEN; CUSWORTH: 2007: p.93).
I think it’s important to analyze ideas from the past to establish new connections today. The beginning of the 80’s is a perfect frame to observe some conditions that are patterns of today’s gaming industry.
Reference:
THOMPSON, Jim; BERBANK-GREEN, Barnaby; CUSWORTH, Nic. Game Design: principles, practice, and tecniques - the ultimate guide for the aspiring game designer. New Jersey: Wiley, 2007
Gauntlet (1985, Atari Games) is a fantasy-themed hack and slash game, originally created for arcade with versions for NES, Master System, Mega Drive and other consoles. In the NES version, players could select among four playable characters: Thor the barbarian, Merlin the Wizard, Thyra the Valkyrie, or Questor the elvish archer. Gauntlet’s levels are full of orcs, spectres, skeletons, treasure chests and other classic elements from medieval Role Playing Games.
Each character has unique abilities, powers and weaknesses. So, it’s possible to explore different ways playing the game solo or combining different powers with a friend on the second joystick.
The gameplay is set within a series of top-down, third person perspective mazes where the goal is to find and scape through the exit in every stage. The video below shows Gauntlet’s mechanics.
Despite the simple interface and limited resources of this time, Gauntlet is a good example of level design management. The game has 100 stages and each of them is unique and works with the limited boundaries of the TV screen. The game uses the player’s memory with complicated mazes and has a life meter that works as a time pressure component.
The 100 stages are divided among five worlds, each one with special technical features. In Gauntlet it’s possible to see a well-constructed difficult/learning curve by passing the stages. The game hybridises the levels with the mechanics to offer the player a positive experience.
In this context it’s possible to say, “games consist of stages, or levels. As the player progresses through a game, the levels generally increase in difficulty and the story develops. The designer must create a series of challenges for the player as he progresses through a level. This means that the design of individual levels is closely linked to the design of the game mechanics” (THOMPSON; BERBANK-GREEN; CUSWORTH: 2007: p.93).
I think it’s important to analyze ideas from the past to establish new connections today. The beginning of the 80’s is a perfect frame to observe some conditions that are patterns of today’s gaming industry.
Reference:
THOMPSON, Jim; BERBANK-GREEN, Barnaby; CUSWORTH, Nic. Game Design: principles, practice, and tecniques - the ultimate guide for the aspiring game designer. New Jersey: Wiley, 2007
Marcadores:
game design,
gaming concepts,
gauntlet,
Level Design,
old school
quarta-feira, 27 de novembro de 2013
Gaming experience and social network: how games can be funnier with RAPTR
In this post, let's figure out how to engage an audience in a deeper entertainment experience using a digital social network. I’m taking about RAPTR, a social networking website and instant messenger, targeted towards video game players launched September 3rd, 2008. The site allows users/players to import their Xbox Live, PlayStation Network, and Steam accounts. It also includes other features such as trophies and achievements tracking, and this is a point to highlight in our discussion.
With RAPTR, you can compare your in-game statistics, level of engagement and collection of trophies/achievements in a wide mode. This is possible because RAPTR allows users to explore/connect a world broader than the console network.
As an example for this post I’ll use the game “Batman: Arkham Origins”, that I started to play recently. When the playing experience starts, automatically the game appears in your RAPTR dashboard with your level of engagement and list of achievements. The most interesting feature of the system is the possibility to view your performance against other players of the same game. In the image below we can see these features and the ranking on the bottom side (I’m 5th in the ranking, but I'm working to get a better position.).
With social networks like RAPTR we can have a parallel contest involving a large number of players fighting for symbolic rewards and ranking. In other words, it sounds like a game inside the game and it’s important for publishers to stay alert with this kind of social tool. In this scenario, companies also need to understand how to survive in times of media fragmentation defined by Lord and Velez (2013: 223) as the “increasing availability and consumption of different types of media across channels”.
Among the players, to be well-ranked in a gamer ecosystem is a very important reward and an essential component of social capital construction. As Santaella (2013: 43) says, by creating a profile on the social networks, people start to respond and act as if this profile were an extension of the self. Like an extra presence of what constitutes their identity. These profiles become flags that represent the people who hold them.
In this context we define social network sites in the words of Boyd and Ellison (2007) as web-based services that allow individuals to (1) construct a public or semi-public profile within a bounded system, (2) articulate a list of other users with whom they share a connection, and (3) view and traverse their list of connections and those made by others within the system. The nature and nomenclature of these connections may vary from site to site.
The new generation of consoles promises interactions involving increasingly sophisticated games and social networking. Definitely, this is a matter for further discussion and deserves more attention.
Now on to your opinion.
Note: Unlike “Batman: Arkham Asylum” (Rocksteady Studios, 2009) and “Batman: Arkham City” (Rocksteady Studios, 2011), this game will not be developed by Rocksteady Studios. Warner Bros. Games Montréal, co-developer of “Batman: Arkham City - Armored Edition”, created Arkham Origins, with additional development by Splash Damage for the game's multiplayer feature. Check the trailer below:
Go gamers!
References:
BOYD, D. M., & ELLLINSON, N. B. Social network sites: definition, history, and scholarship. Journal of Computer-Mediated Communication, 13(1), article 11, 2007. URL: http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html (last access: August, 2013)
LORD, B.; VELEZ, R. Converge: transforming business at the intersection between marketing and technology. Hoboken, NJ: Wiley & Sons, 2013.
SANTAELLA, L. Intersubjetividade nas redes digitais: repercussões na educação. IN: PRIMO, A. (org). Interações em rede. Porto Alegre: Sulina, p. 2013.
With RAPTR, you can compare your in-game statistics, level of engagement and collection of trophies/achievements in a wide mode. This is possible because RAPTR allows users to explore/connect a world broader than the console network.
As an example for this post I’ll use the game “Batman: Arkham Origins”, that I started to play recently. When the playing experience starts, automatically the game appears in your RAPTR dashboard with your level of engagement and list of achievements. The most interesting feature of the system is the possibility to view your performance against other players of the same game. In the image below we can see these features and the ranking on the bottom side (I’m 5th in the ranking, but I'm working to get a better position.).
With social networks like RAPTR we can have a parallel contest involving a large number of players fighting for symbolic rewards and ranking. In other words, it sounds like a game inside the game and it’s important for publishers to stay alert with this kind of social tool. In this scenario, companies also need to understand how to survive in times of media fragmentation defined by Lord and Velez (2013: 223) as the “increasing availability and consumption of different types of media across channels”.
Among the players, to be well-ranked in a gamer ecosystem is a very important reward and an essential component of social capital construction. As Santaella (2013: 43) says, by creating a profile on the social networks, people start to respond and act as if this profile were an extension of the self. Like an extra presence of what constitutes their identity. These profiles become flags that represent the people who hold them.
In this context we define social network sites in the words of Boyd and Ellison (2007) as web-based services that allow individuals to (1) construct a public or semi-public profile within a bounded system, (2) articulate a list of other users with whom they share a connection, and (3) view and traverse their list of connections and those made by others within the system. The nature and nomenclature of these connections may vary from site to site.
The new generation of consoles promises interactions involving increasingly sophisticated games and social networking. Definitely, this is a matter for further discussion and deserves more attention.
Now on to your opinion.
Note: Unlike “Batman: Arkham Asylum” (Rocksteady Studios, 2009) and “Batman: Arkham City” (Rocksteady Studios, 2011), this game will not be developed by Rocksteady Studios. Warner Bros. Games Montréal, co-developer of “Batman: Arkham City - Armored Edition”, created Arkham Origins, with additional development by Splash Damage for the game's multiplayer feature. Check the trailer below:
Go gamers!
References:
BOYD, D. M., & ELLLINSON, N. B. Social network sites: definition, history, and scholarship. Journal of Computer-Mediated Communication, 13(1), article 11, 2007. URL: http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html (last access: August, 2013)
LORD, B.; VELEZ, R. Converge: transforming business at the intersection between marketing and technology. Hoboken, NJ: Wiley & Sons, 2013.
SANTAELLA, L. Intersubjetividade nas redes digitais: repercussões na educação. IN: PRIMO, A. (org). Interações em rede. Porto Alegre: Sulina, p. 2013.
Marcadores:
batman: arkham origins,
raptr,
social network
quarta-feira, 20 de novembro de 2013
What is a game?
Researchers of gaming studies field are always discussing this subject. One thing is certain: there’s no absolute answer for this question. A game can be defined in many ways and videogames – specifically – become so complex platforms that is very difficult to reach one single idea about “what is a game”.
The good point is: there are lots of good visions about it. In an excellent presentation made at DiGRA’13 keynote named “The Ambiguity of Game Studies: Observations on the Collective Process of Inventing a New Discipline” the author Janet Murray discusses (among other things) what is a game.
The graph below, from the book “First Person" shows one (of many) interpretations of this subject:
I strongly recommend the complete reading of this presentation. You can find the slides HERE.
The good point is: there are lots of good visions about it. In an excellent presentation made at DiGRA’13 keynote named “The Ambiguity of Game Studies: Observations on the Collective Process of Inventing a New Discipline” the author Janet Murray discusses (among other things) what is a game.
The graph below, from the book “First Person" shows one (of many) interpretations of this subject:
I strongly recommend the complete reading of this presentation. You can find the slides HERE.
Marcadores:
games,
gaming concepts,
gaming studies,
graph,
janet murray,
presentation,
videogames,
what is a game
quarta-feira, 13 de novembro de 2013
Using fear as narrative in video games: origins
In the last few years we had lots of iconic survival horror games launched around the world for video game consoles. Just to give a few examples, we can bring to our discussion Silent Hill 4: The Room (Playstation 2, 2004), Slender (Parsec Productions, 2012) and Alan Wake (Microsoft Game Studios, 2010). All these games are very scary and possess sophisticated features in their narratives but it’s important to look to the past to understand the origins of horror in video games.
One of the first horror narratives in video game was used in an Atari game named Haunted House (Atari, 1982). With very limited interface and resources, the game creates a classic horror movie atmosphere with a house full of bats, phantoms and traps. The player commands a pair of eyes in the dark trying to find pieces of an ancient ark.
You can check a game play video below:
The game is very simple and there’s a fundamental detail that puts the player inside the gaming reality: the illustration on the cover of the box. The drawing dialogues with the player about the ambient of the game, and it’s possible to understand better the game mechanics (a good text about this subject could be found here).
One of the first horror narratives in video game was used in an Atari game named Haunted House (Atari, 1982). With very limited interface and resources, the game creates a classic horror movie atmosphere with a house full of bats, phantoms and traps. The player commands a pair of eyes in the dark trying to find pieces of an ancient ark.
You can check a game play video below:
The game is very simple and there’s a fundamental detail that puts the player inside the gaming reality: the illustration on the cover of the box. The drawing dialogues with the player about the ambient of the game, and it’s possible to understand better the game mechanics (a good text about this subject could be found here).
Marcadores:
atari,
fear,
gaming concepts,
haunted house,
narrative,
origins,
video game
quarta-feira, 6 de novembro de 2013
Recreating game mechanics
One important thing about game design is the ability to learn from games. The act of creating a repertory full of different references and mechanics is fundamental for the work of a game designer.
With great knowledge of these points it is possible to recreate game mechanics. To demonstrate this, I will use as an example in this post a game that I created: ÁLMOK.
ÁLMOK is a card game for 2 to 4 players that uses an oneiric world as a scenario. Players need to find combinations of dreams to escape from a nightmare dimension.
The game mechanics were based in the classic memory game, with some modifications. In the original memory game, the idea is to find a pair of equal images, but in ÁLMOK, the players need to find three of a kind. After a player finds a “combo” of three cards, he or she earns a special coloured gem. Each gem has a special power (like discard cards from the table, see hidden cards, etc.) that could be used in the turn of a player.
So, in essence, it’s a memory game, but we have some “turbo” modifications.
The game is played with a 64 deck of cards in a 8x8 grid that offers a major challenge for the player’s mind.
Ceilikan Games launched the game in Brazil in February 2013. The art made by me and ÁLMOK means “dreams” in Hungarian language.
At this moment, I’m working on a translation into English for the rules and a print and play version to make available for download to non-Portuguese speakers. Wait for news!
With great knowledge of these points it is possible to recreate game mechanics. To demonstrate this, I will use as an example in this post a game that I created: ÁLMOK.
ÁLMOK is a card game for 2 to 4 players that uses an oneiric world as a scenario. Players need to find combinations of dreams to escape from a nightmare dimension.
The game mechanics were based in the classic memory game, with some modifications. In the original memory game, the idea is to find a pair of equal images, but in ÁLMOK, the players need to find three of a kind. After a player finds a “combo” of three cards, he or she earns a special coloured gem. Each gem has a special power (like discard cards from the table, see hidden cards, etc.) that could be used in the turn of a player.
So, in essence, it’s a memory game, but we have some “turbo” modifications.
The game is played with a 64 deck of cards in a 8x8 grid that offers a major challenge for the player’s mind.
Ceilikan Games launched the game in Brazil in February 2013. The art made by me and ÁLMOK means “dreams” in Hungarian language.
At this moment, I’m working on a translation into English for the rules and a print and play version to make available for download to non-Portuguese speakers. Wait for news!
Marcadores:
álmok,
brazil,
card game,
ceilikan,
games,
mechanics,
memory game,
vincevader
quarta-feira, 30 de outubro de 2013
Top Ten Tips for Boardgame Designers
Good stuff from the Dice Tower site. Tom Vasel, Zee Garcia, and Sam Healey give advice to aspiring boardgame designers. Have fun!
Recap for everybody:
10. Do your Research;
9. You will not make much money;
8. No one is going to steal your brilliant idea;
7. Be inspired by other game, do not just copy them;
6. Match your theme with the game mechanics;
5. Listen to developer and publisher, they want your game to succeed;
4. Streamline your game, remove unnecessary aspects (keep it fun);
3. Listen to your play testers, but don't design by committee (it's your game);
2. Design the game your way, there is no "one way" to do it;
1. Play test your game along the way! (use honest people who aren't afraid to hurt your feelings).
Recap for everybody:
10. Do your Research;
9. You will not make much money;
8. No one is going to steal your brilliant idea;
7. Be inspired by other game, do not just copy them;
6. Match your theme with the game mechanics;
5. Listen to developer and publisher, they want your game to succeed;
4. Streamline your game, remove unnecessary aspects (keep it fun);
3. Listen to your play testers, but don't design by committee (it's your game);
2. Design the game your way, there is no "one way" to do it;
1. Play test your game along the way! (use honest people who aren't afraid to hurt your feelings).
Marcadores:
boardgame,
dice tower,
game design,
game designer,
games,
prototype,
Sam Healey,
tips,
Tom Vasel,
Zee Garcia
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