sexta-feira, 1 de dezembro de 2023

Top ten games played in 2023

It's December. Time to stop, check the games played and start to write a "top 10 list". 😎

This year was insane. Too much work, gaming projects, trips abroad to discuss new projects; well, an epic year!

In the middle of all this working stuff, I (obviously) found time to discover 21 new games (and counting). In this post, as usual, I created a list with the best titles I played this year - it's not so interesting as The Game Awards but I hope you like my suggestions. Important note: I didn't make a ranking from 1 to 10, but I must confess that one game touched my heart this year and was the best one I played: CHANTS OF SENNAAR - for the creativity, the ingenious mechanics, and for the awesome visual 

So, let's go to the list:

HAVE A NICE DEATH



BLASPHEMOUS 2



COCOON



PATRICK'S PARABOX



CHANTS OF SENNAAR



DREDGE



DAVE THE DIVER



SATURNALIA



MORTUARY ASSISTANT



VAMPIRE SURVIVORS



#GoGamers

sexta-feira, 10 de novembro de 2023

Games & digital goods

Several contemporary games monetize their structures by selling virtual items commonly referred to as digital goods. For this post's purposes, we will use the card variants in the Marvel Snap game as an example of digital goods. These "variants" are virtual cards that do not alter the game mechanics in any way, functioning as symbolic goods within the context of the game.

In a late 1990s definition, Shapiro, Shapiro, and Varian (1998, p.148) point out that digital goods are products that can be electronically distributed over the internet, such as softwares, images, and news. Adding to this definition, Castells (2010, p.59) teaches that the term refers to non-material goods that exist only in digital format; in other words, they are intangible goods that exist in the form of digital data or information and are characterized by being digitally distributed, accessed, and replicated – common formats of goods in this category today include digital music, e-books, video games, movies, and even the aforementioned digital variant cards in the Marvel Snap game.

In this context, it is crucial to emphasize that digital goods can be stored on electronic devices and replicated infinitely without a loss of quality (CASTELLS, 2010, p.59). Starting from this principle, the Marvel Snap game cards fall under the definition of the digital goods we are discussing here. The process of creating such a good within the game involves an illustration created by an artist; this drawing is adapted to be added to the game's virtual store as a "variant" and can be acquired by a player using in-game gold bars (the game's currency). The card file is created once and can potentially be distributed to an unlimited number of smartphones and computers with the game installed, without loss of quality.



A legitimate question regarding the purchase of a digital good – in this case, a virtual card – is whether the Marvel Snap player is acquiring a product. To answer this question, we turn to Sassatelli (2010, p.193) for our discussion; this author highlights that the consumption dynamics prevalent in contemporary society generate a multitude of consumers who buy, use, store, maintain, manage, and fantasize about goods, even though one may question to what extent they truly conceive of themselves as consumers while performing these various activities in their daily lives. In this sense, we consume products, but we also consume content, ideas, symbolism, and, in the case of our subject of study, digital goods.

In other words, consumption is understood here as something much larger than the act of acquiring a physical good. It is a process that triggers social belonging and inserts individuals into specific social circles filled with multiple meanings. Consumption is a process of identity definition in different cultures. When acquiring a variant card, even if it is entirely digital, the player is engaging in a process of belonging and building an identity within the community formed by others interested in the game – after all, all consumption is cultural and involves meaning, sensations, and social experiences.



References:

CASTELLS, Manuel. The rise of the network society: the information age - economy, society, and culture. New Jersey: Wiley-Blackwell, 2009

SASSATELLI, Roberta. Consumer culture: history, theory and politics. London: Sage, 2010.

SHAPIRO, Carl; SHAPIRO, Carol; VARIAN, Hal. Information Rules: A Strategic Guide to the Network Economy. Boston: Harvard Business School Press, 1998.


#GoGamers

sábado, 7 de outubro de 2023

A diagram to think about gamification

Rajat Paharia, in his book "Loyalty 3.0," defines gamification as the use of game design elements, game mechanics, and behavioral science to create engaging and enjoyable experiences for non-game contexts. In essence, gamification involves applying principles commonly found in games to non-game situations, such as marketing, employee engagement, education, and more, in order to motivate people and drive desired behaviors. Paharia emphasizes that gamification is not limited to traditional video games but is a versatile approach that leverages the inherent human desire for competition, achievement, and reward to encourage participation and loyalty in various activities and industries.

In the diagram below, we can see some important clues to start a gamification project:



#GoGamers

terça-feira, 5 de setembro de 2023

PHI: a print and play experience

In the game design field, there is a very common practice known as "print and play". As the name suggests, it involves making printable files available online so that people can test your game or enjoy something created specifically for these purposes. In this post, I will introduce a print and play project that my friend Rodrigo Cotellessa and I are currently working on. The project is called PHI; it's an abstract game that I intend to showcase in my online game design portfolio. I will be sharing the prototype files and rules in this post (always click on the images to enlarge them). Once the game's final layout is complete, I will create a new post with the final content. By now, you can download the gaming board by clicking on the image below (it’s an A4 format for an easy black and white print).


Let's talk a little bit about the rules and the creative process.

1.Every game draws inspiration from a place.

The PHI number originates from the Fibonacci series, a sequence in which the sum of consecutive terms equals the next term:
2 + 3 = 5
3 + 5 = 8
5 + 8 = 13
8 + 13 = 21
And so on, to infinity.

However, the PHI number rises from the division of adjacent numbers in this sequence that gradually approach the number 1.618:
3 ÷ 2 = 1.5
5 ÷ 3 = 1.666
8 ÷ 5 = 1.6
13 ÷ 8 = 1.625

The PHI number appears in architecture, nature, geometric design, and many other areas. It is also present in this game. The inspiration and foundation for the mechanics of the PHI game stem from the PHI number.

PHI is a solo abstract game - a themeless game that you play against the board. It's a print and play game created by friends who are passionate about games. Let’s check the rules!

2.Setup

Print the board file available above. Prepare 20 tokens of one color (which will represent your tokens), and 13 tokens of a different color (representing the board pieces). Additionally, you will require five standard D6 dice.


3.Playing

Each round, you must roll the five dice and set aside—at a minimum—one die to create divisions as described on the board. If you roll a 5÷3 combination, place one token on your side; for 8÷5, place two tokens on your side; and if you roll 13÷8, you'll add four tokens. Any unused dice are placed on the side of the board.

Let's consider an example - the rolled dice gave the following result:
The dice separated in this round were 5, 3 and 3:
The remaining two are rerolled:
The die with 5 is set aside, and another one is rolled for the final time:
Here are the generated results, and now it's time to assemble the combinations.
The optimal scenario is an 8÷5, which enables you to place two tokens on the board. However, two opposing pieces will also be placed (due to the two unused dice).
Time for a new round! If the opponent's pieces enter the board before yours, the board wins. The goal is to place all your pieces first. To add a challenge, aim to have the fewest possible opponent pieces entering the board. The fewer, the more epic your victory!

#GoGamers

quinta-feira, 27 de julho de 2023

Coming soon: ARENA OF DREAMS

Since last year, I've been working on an amazing project: the mobile game ARENA OF DREAMS by the company Fanatee. I worked with the narrative and UX writing part of the project.



The game will have various modes, and in the following video, you can already check out a preview of the production. The release is scheduled for the end of this year!



Check the official ARENA OF DREAMS' site by clicking here.

#GoGamers

terça-feira, 25 de julho de 2023

Four quality tests for games

Once your game prototype is ready, and you are about to start assessing your product, it is essential to keep in mind some processes that can help your team bring the idea to life. In this post, I have listed five of the most common tests employed in the world of games (which I personally use on mine).



Functionality testing: focuses on verifying if the game's features are operating correctly and as expected. This type of test is performed to identify potential issues, errors, or failures that may affect gameplay or the player's experience.

Performance testing: aims to assess the performance and stability of the game in terms of speed, smoothness, frames per second (FPS), resource loading, memory usage, and other aspects related to technical performance.

Usability testing: this topic evaluates various aspects of the game, including the clarity of game objectives, understanding of game mechanics, intuitiveness of controls, efficiency of interfaces, readability of texts and instructions, navigability of menus, and the player's ability to complete specific tasks easily and unmistakably.

Compatibility testing: ensures the game is compatible and functions correctly on different platforms, devices, and hardware and software configurations.

Localization and translation testing: involves checking and validating the quality of translations, cultural adaptations, and localization of a game for different languages and regions.

#GoGamers

quinta-feira, 13 de julho de 2023

DEATH RACE: one of the first canceled games in history.

A hit and run game where you drive a car and run over people depicting cannibalistic zombies and sometimes gremlins. Basically, this is the earliest known controversial and violent video games.



Thanks Raul Tabajara for the hint!

#GoGamers

quinta-feira, 1 de junho de 2023

Core gameplay

If you are studying games or are an enthusiast of the area, you have probably already heard or read about core gameplay. It is an essential gaming concept for any kind of game, be it analog or digital. Core gameplay refers to the central mechanic idea of the game. It's the set of mechanics that, if removed, would cease the existence of the game.



Sometimes it can be very difficult to identify the core gameplay amidst the complexity of a gaming system. In the card game Magic: The Gathering, for instance, there are numerous possibilities that arise from combining multiple effects from cards that have been released since 1993. Each new card collection adds new mechanics to the game. However, the core gameplay has remained the same since the beginning: you start the game with 7 cards in your hand, play a "land" card of a specific color, "tap" the card to generate a type of "mana," and use that mana to cast various effect cards such as creatures, spells, enchantments, etc., with the goal of reducing your opponent's life from 20 to 0.

To better understand the subject, check the example below: 1) Player 1 starts the game with seven cards in his hand, he has a mountain (a red energy card) in their hand and puts it on the table; 2) He taps the card to indicate that it has been used and this action generates one mana at that moment; 3) He plays a "Lightning Bolt" card that costs one red mana and has the following effect: "Lightning Bolt deals 3 damage to target creature or player". In the end, Player 1 chooses Player 2 as the target and deals 3 points of damage (Player 2 now has 17 life points).



There are more subtleties to the system, but, essentially, this is one of many ways to describe the game's core gameplay.

An important exercise to always practice is analyzing a game that you really enjoy, trying to identify the main components that make the system function and, of course, make it enjoyable for multiple playthroughs.

#GoGamers

segunda-feira, 1 de maio de 2023

This week I will be giving a lecture in Sarajevo!

One more epic win! This week I'll travel to Bosnia and Herzegovina; more specifically to Sarajevo city to give a lecture at SSST (Sarajevo School of Science and Technology). I'll talk about the Brazilian gaming scenario and the opportunities to create boardgames and videogames in this ecosystem.

Try to read the title in Bosnian language!



I'll share the content as soon as possible here. Keep visiting my site!

#GoBosnianGamers

segunda-feira, 3 de abril de 2023

Defining "experience"

In many posts on this site, I deal with the subject "user experience" in games. However, I have said little about the term "experience" per se. And I believe that a brief discussion about this topic is essential to expand possibilities in the gaming field.



Different words, terms, expressions, and ideas are so common in our daily lives that we rarely stop to pay attention to their meanings; “experience” is one of them. Much because we live in a world in which this word is used in excess, we end up not paying attention to what it means. Today, we talk about "gastronomic experiences", "entertainment experiences", "educational experiences" etc. We can find "experience" everywhere.

However, if we have a dictionary in hand, we will find that the word “experience” is related to two great fields: the scientific and the philosophical. In the scientific field, “experience” is a term directly correlated with an experiment to prove a hypothesis. We have – for example – experiments in laboratories to scientifically prove something that arose from an empirical hypothesis. In this sense, “experience” derives from the Latin “experientia”, which is the action and effect of experimenting with the aim of discovering or proving certain phenomena.

But the word “experience” analyzed under a philosophical bias has a slightly different meaning. This meaning defined by the Oxford dictionary says, “any knowledge obtained through the senses”. In the game design field, we discuss both definitions, as they are good points for us (game designers) to architect memorable experiences for game users through experiments with prototypes, wireframes, beta versions and so on.

#GoGamers

segunda-feira, 13 de fevereiro de 2023

The joy of making combos in games

It’s a fact: one of the most pleasurable feelings one can experience playing games is to combine cards, movements, powers, equipment, making a perfect combo (whether in board/card games or digital ones).



When you can make a combination (or combo) using the right elements to win the game, or just to earn many points on a single turn, you will probably have the feeling McGonigal discusses in her book "The reality is broken" (2011): a fiero feeling. According to the author, fiero is what we feel after we triumph over adversity. You know it when you feel it – and when you see it. That’s because most of us express fiero in the exact same way: we throw our arms over our heads and yell.

Combos are one of the biggest actions that can cause fiero in a player. I myself have experienced this incredible feeling throughout my "ludic life". I have vivid memories of perfect rolls in a D20 in Dungeons & Dragons RPG, great sequences of cards in Magic: The Gathering, the right pressing commands in Mortal Kombat, and many other games.

Recently, I've been experiencing this fiero sensation a lot with the MARVEL SNAP game. Marvel's digital card game won the prize of mobile game of the year in 2022 and it's a good example of this discussion. The game is very fast, with 3 minute matches that use only twelve cards. You must study the best synergy for your deck and play trying to find the best way to reach good combos and destroy the opponent's strategy. In the video below I'm sharing two matches against two different players using a combination of She-Hulk, Absorbing Man and Moongirl cards to multiply the cards' effectiveness.



And you? In what kind of game do you experience the feeling of fiero? What kind of combo makes you happy?

#GoGamers   



Reference:

McGONIGAL, Jane. The reality is broken. London: The Penguin Press, 2011

domingo, 1 de janeiro de 2023