Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Saturday, March 22, 2014

Procedural Death Jam 2014

So I participated in Procedural Death Jam this year. Having never made a procedural game before I figured it would be a good opportunity. It was pretty fun and I was happy with my results, you can play Prop Hell here if you want to give it a try!

I wanted to go through some of my favorite entries from the Jam in no particular order. My criteria for a favorite was a game that I kept playing to the end or over and over because I found it really compelling, versus an entry I just played until I “got it.” Do note: there were many PDJ entries that I couldn’t run due to corrupted zips or executables that just wouldn’t work, but I tried my best to play as many as possible.

RobotRobot

This is a pretty straightforward sidescroller platformer, and the procedural layout of the art is quite nice, but the drone mechanic is what delighted me. I liked the idea of having this resource to use for both platforming and combat while my character himself was more or less vulnerable. I think the idea has potential worth exploring, especially if drones can be lost. You could get some fun choices about when to send a drone into combat and when to reserve them for fear of losing one forever.


Card Bard

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A basic combat card game. Although it was a little unintuitive at first (I didn’t realize you didn’t have to go all the way around the wheel in order to attack) the whole idea of the spinner going around the wheel threw a nice twist in this game. It became not just about which cards to pick to buff up your character, but the order in which you chose them became important. Sometimes you had to hold back from choosing something to avoid a skull, which brought up different choices than I was used to in this kind of game. I also like how the bad things didn’t have immediate negative effects, but just put bad cards into your deck, so the outcome was still dependent on the draw. I really think they should keep developing on this idea.


Zombie Tactics

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This is a fantastic yet simple little strategy game where you lead a zombie horde around a map to kill/convert humans and find upgrades. It has a day night cycle, and during the day you have to keep your zombies out of harm’s way and can use that time to pan around the map and plan your best move. I love how it captures the ambling, mindless nature of the zombies as they flock around your command point, and growing your horde feels really compelling.


Lamp and Vamp

This super-cute vampire game of “get safely to the coffin” had a lot of fun but simple choices. I particularly liked the post-level upgrade options each time you found your way to the coffin. It did some fun things with light/dark/line-of-sight mechanics that worked well with the procedural nature of the grid layouts.


Intel was Wrong

I’m normally not one for these space exploration games, but this one did a great job of making me want to keep playing each time I learned something new that lead to my demise. It has did a good job of having multiple modes (world map exploration, galaxy exploration with menu-based events, and realtime shooter combat), which often leads to scope death in jams, but they pulled it off really well. They kept things simple and clean and as a result had a nice whole package that worked really well together.


Enter the Square

This game did a great job of getting a cohesive look, feel, and design. It has great shooter feedback and sound design, and though the art is simple the aesthetic is consistent and works really well. My favorite part is the mechanic wherein you blast open the next section of level. It can completely change the gameplay if you’re trying to take out dudes in a narrow corridor and blast open the adjacent squares for a new level layout and new choices to make. Great work!

All in all, a fun jam with many interesting entries and takes on the constraints. Good job everybody!

Thursday, January 23, 2014

On Game Ideas

So, I keep a list of my game ideas as they pop up, like you do, and make sure to go back and comb through the list every now and then. Sometimes they are very much centered around mechanics, but sometimes they are very vague thoughts or phrases that I wanted to hang on to in case they would make a good game.

Often I forget what spawned these ideas. Some of them I can only remember writing down after waking up from a dream, and have since lost all memory for the context in which it relates to being a game at all. Here's a few for your consumption:

"Ciao Ciao Ciao/Chow Chow Chow (Maybe Chow Chow Ciao?)"

"Janus loses his contacts in one face. You can only see behind you."

"Notary Bear"

If anyone wants to make those into a game, please feel free. I have more ideas on that list than I'll ever be able to create in a lifetime. Just let me know what you come up with because I’ll be super curious!

Friday, November 8, 2013

Spontaneous Shared Experiences in Games

So, last night at Project Horseshoe a series of interesting thoughts flittered by that I wanted to capture down. A group of us were talking about mastery, autonomy, and relatedness in games and the relatedness category struck me to share a recent observation. Some time ago my brother posted on Facebook a thread that started a conversation about spontaneous shared experiences in public transportation, and sadness for people who missed out on them in a primarily “car” society. The story was about how on a bus ride, a bright yellow maple leaf managed to drift in through an open window, and everyone on the bus stopped what they were doing to watch it. Then, talk about how delightful it was to make that spontaneous connection. Another story was about a man bringing a bag of potatoes on a train and spilling them, and everyone in the car was suddenly running around, chasing wayward potatoes and laughing.

This got me thinking about how this phenomenon shows up in multiplayer games. It’s not the same as, say, an event in World of Warcraft where everyone on the realm gathers together in one place to participate in it (something like the holiday bosses). Rather, it’s more when people are together going about their own ways, and something surprising happens at that moment to just that group of people, so that they somehow instinctively know that only they experienced it, and so it brings them close together for a moment.

An example that I extracted from my memory was a particular game of League of Legends I’d played some time ago. Now, here is an already-shared experience happening within a designed context, because we are two teams playing against one another to win. Someone on my team was playing Shen (a character who can teleport to another of his teammates anywhere on the map) and their team had a Warwick (a character who can teleport a short distance onto an enemy player, latch onto them and more or less stun them and deal damage). Warwick and Shen were off on one side of the map, and Warwick was chasing down Shen, who was low on health, to get in range for the kill. In a desperate attempt to save himself, Shen did his teleport move, which has a long (in the context of a fast paced game) animation it must perform before he actually teleports. At the very, very last moment of the animation, Warwick got within range to do HIS short teleport ability, and jumped to Shen at the EXACT moment he teleported. This meant that, through a bug, Warwick teleported along with Shen right into the middle of our team, where we of course obliterated him.

The chat lit up on both teams:

“LOLOLOLOLOLOL”

“OMG what just happened!”

“That was amaaaaaaaaaazing!’

And on and on. Even poor Warwick was laughing. It felt hilarious and wonderful, and I still remember that moment out of the hundreds of League of Legends games I have played, and tell that story to people. It was as though we all knew in that moment that we’d be telling the story of what happened to friends for years to come, and it made me feel like I had a special connection to this group of mostly strangers for a passing moment.

So, what made that moment feel so good? What made it work so perfectly? I’m going to try and break it down a little:

1. Surprise. Since it was a bug, it definitely was unexpected, and so surprised everyone.

2. Logical context. The bug made perfect sense within the context of how everyone understood the rules of these two players’ moves. Of course it made sense that  if Warwick teleported onto Shen right as he teleported away, that Warwick would come along for the ride. We all knew it wasn’t supposed to happen, but what did happen made logical sense in a kind of extra layer of narrative we had for how those abilities worked. If the bug had been something unrelated to the relationship between these two abilities, like if Warwick scaled really big randomly or got stuck in his ult animation loop or exploded spontaneously, it would have been surprising, but not as delightful as what really happened.

3. Reversal. One moment Shen is in dire straits, surely about to die, and then suddenly in the act of the killing blow, it is Warwick who finds himself in an impossible situation (stranded alone on the other side of the map in the middle of the entire enemy team). Humans love a good reversal.

4. No designed intent. Because this was obviously a bug, everyone knew they were witnessing a moment that had not been “designed” for them, which somehow made it feel more authentic, and more worth remembering and sharing. If I’d been together with a group of people and witnessed a random event that had been designed into the game, I might feel surprise and delight, but I don’t think I’d feel that same shared connection with the other people who had also witnessed it.

Okay, so these spontaneous shared experiences in games are wonderful things, but can we design for them? Can we create systems that have opportunities for these things to occur that do not feel like a designed event? (Preferably but not introducing a game with bugs in it) I think when players recognize something as the result of an intentional design, it goes less from spontaneous delight and more to excavation – can the thing be dug up and cataloged away – another valid experience but not exactly the kind I need to recreate.

Do the spontaneous shared connections need to require all of these elements? No, I don’t think so. Some other stories we shared contained no reversal, for example, but shared commiseration. I don’t think this is a blueprint for what these must be, just a dissection of one in particular.

Food for thought.