segunda-feira, 2 de novembro de 2015

The butterfly effect as a gameplay element in UNTIL DAWN

Until Dawn (Supermassive Games, 2015) is an interactive drama survival horror video game. It’s a mix between Alan Wake’s atmosphere/scenario and Beyond: Two Souls’ choice-based mechanics. I recently played this game on PlayStation 4 and the experience was awesome. The launching trailer below explains the game’s main plot:



Until Dawn works with a choice-based mechanics, very similar from Quantic Dream games, where you must choose one option on the screen. Your choice will determine specific paths and different endings (I talked a little bit about this subject in this post about decision trees).



The plot is about a group of youngsters in a cabin in the mountains one year after the mysterious disappearance of two of their friends. Supernatural forces and a serial killer complete the script.

One point to highlight in this context is the idea of the ‘butterfly effect’ as a gameplay component. In chaos theory, the butterfly effect is the sensitive dependence on initial conditions in which a small change in one state of a deterministic nonlinear system can result in large differences in a later state. So, the game takes this idea and materializes it in an important part of the plot. Every time you make an important small decision, the interface shows a small butterfly, this means that your action will have a crucial importance in a near future.

From the middle to the end of the game, some flashbacks show how your choices interfere in the continuity of the narrative.

It’s a new way to tell an old story. The “butterfly effect’ makes great difference inside gaming ecosystem. You star to think more about the small decisions and how they can change the end of the game. Another good point: if you are truly involved with the narrative, probably you’ll play again to test other decisions (or if you’re lazy, you'll see the different endings on YouTube). =)

#GoGamers

segunda-feira, 5 de outubro de 2015

Why we need to pay attention to Farm Heroes (or any other game from King.com)

I’m a hardcore gamer. I love Bloodborne’s challenges. I’m very excited to complete Batman: Arkhan Knight with 100% of the missions. I really like to die and try again the experience of Dark Souls.

On the other hand, I’m a casual gamer too. I think – for a work in game design and gaming studies – it’s essential to explore both worlds (and the intersection between them).

I’ve played a lot of mobile games the last three years for two reasons: 1) they’re extremely fun; 2) most of the time I’m far from my videogames. So, I downloaded lots of games in my iPhone/iPad. There are many good ideas, interfaces and mechanics, but I want to focus on the games from King.com. Yeah, you certainly know one or two games from them; Candy Crush is an icon from this publisher.



However, I intend to talk about another game in this post: Farm Heroes Saga. Farm Heroes has some important points to think (and rethink) game design: 1) the core mechanics is simple (you need to join three pieces of a kind to eliminate them from the interface and earn points); 2) the simple mechanics evolves with new characters (you start with fruits and vegetables, but after some time there’re animals, fireworks and many other powers); 3) There’s a social model embedded in Farm Heroes that create a community inside the gaming universe, where players can share lives and special powers; 4) There’s a business model in the game and you can spend real money to buy powers, lives, gold bars and special features (very similar to all King.com games); 5) Finally: it’s free, fun, colorful and has a friendly interface.

The ideas from this game remind me the words of Juul (2010) in the book A casual revolution. Check the video with the gameplay:



The conclusion is: King.com creates a complete model of casual games with very integrated social, business and fun aspects. Every game replicates the same model with a new skin. With great number of games, their chances of profit increase a lot.

I celebrate King.com’s work in the casual gaming industry.



Reference:

JUUL, Jesper. A casual revolution. Cambridge: The MIT Press, 2010.

quinta-feira, 24 de setembro de 2015

A new book for my ludic library: Death by Video Game

I bought this one in Oxford during the The Videogame Cultures Project: 7th Global Meeting following the recommendation of my hungarian friend Attila.

It's interesting. A little bit morbid for me. Nevertheless, the book has a very good investigative work done by the author. I'm reading the chapter 2 in this moment. I think it will be good to understand new ideas from the gaming universe.



Synopsis:

Whether it's Space Invaders, Candy Crush Saga or Grand Theft Auto, video games draw us in and don't let go. In Taiwan, a spate of deaths at gaming cafes is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing? Death by Video Game uncovers the real stories behind our video game obsession. Along the way, award-winning journalist Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey towards the edge of the game's vast virtual world and the German hacker who risked prison to discover the secrets behind Half-Life 2. Investigating the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds.

Reference:

PARKIN, Simon. Death by videogame: tales of obsession from the virtual frontline. London: Serpent’s Tail, 2015.

Click here to buy.

segunda-feira, 14 de setembro de 2015

About "The Videogame Cultures Project: 7th Global Meeting"

The 7th edition of "Videogame Cultures and the Future of Interactive Entertainment" (Oxford, 2015) was awesome. There were epic days full of good people and good presentations about the ludic universe. I want to thank Daniel Riha and the other organizers for the chairman invitation. It was an honor to moderate the Player Behaviors' session. Thanks to all participants for the inspiring speeches and for the good company. Thanks Shauna Ashley, Alexia Bhéreur-Lagounaris, Vanessa Erat, Thomas Faller, Veit Frick, Thomas Hale, Declan Humpreys, Bradley James, Ewan Kirkland, Britanny Kuhn, Amanda Marie LeBlanc, David Mizzi, Simon Murphy, Dariusz Poczekalewicz, Daniel Riha, René Schallegger, Felix Schniz, Attila Szantner, Nick Webber, Kieran Wilson. Waiting anxiously for 2016! May the force be with you! #GoGamers

Some good pics from the conference below:







I want to share my paper presented in the meeting: Observing iterative design on the mobile indie game Dominaedro >> Click here for download.