Monday, November 11, 2013

PH 2013 Beats

And now, a brief overview of my favorite beats from this year’s Project Horseshoe.

 

1. Things were already looking up on the trip to the conference at our layover in Las Vegas. I put $1 into a slot for funsies, and after a long interval of incomprehensible flashing lights, I got $15 back. This was used to purchase a victory sandwich.

2. We played Two-Truths-And-A-Lie and I managed to fool someone into thinking I had been a magician instead of a synchronized swimmer at one time in my life (the other truth was Glassblower).

3. Had wonderful conversations the first evening, which sparked that first insight about spontaneous shared experiences.

4. Next morning at breakfast, had folks play a prototype I’ve been working on and got a pile of wonderfully helpful feedback

5. Pitched the spontaneous shared experiences idea for a workgroup topic the next day and it got chosen! Many interesting conversations followed!

6. Topped the evening off with many exciting rounds of Artemis. My favorite job is Comms, where I constantly pester the Science officer for the latest gossip concerning enemy ship captains, such that I may insult them more effectively.

7. Did field research with my workgroup the next day, which involved trolling another workgroup with a cow puppet on a stick.

8. Epic potato gun battle at lunch! (no no no, this kind of potato gun, not the dangerous kind)

9. Delightful workgroup presentations that night, mine may or may not have involved a “spontaneous” appearance by G.O.B. Bluth.

10. Had the most epic stories that night playing Once Upon a Time. I love that game SO MUCH!

11. After discovering a  potato in the hood of my jacket, I took revenge on the wrong person. Whoops.

 

Tl;dr: A good time was had by all! The only downside is a case of classic con crud. I blame the communal M&M jar.

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.

Thursday, October 3, 2013

Blue Light Dreams

Now and again, I have a weird sleep issue that I call “Blue Light Dreams.” It goes like this:

 

1. I’ll be having a dream which I usually don’t remember

2. I’ll wake up with sudden urgency and start carrying out some task of great importance that my mind is convinced is 100% real. This can be something like “the tunnel in the ceiling is open, now is our chance to get through!” and will end up with me literally standing up on the bed and hoisting up Davis so we can climb through the nonexistent tunnel in the ceiling that I’m scrambling to find.

3. A few moments later I’ll realize that I’ve woken from a dream and whatever I’ve just been acting out is actually ridiculous. Davis usually makes his confused “Mrrr?” sound.

4. 99% of the time these outbursts involve me seeing a blue light. Like in the previous example, I will have seen a bright blue light in the corner of the ceiling which is the signal that the tunnel is open. This looks like a reflection off the wall of a bright blue LED.

5. My brain will make up an excuse as to what the blue light was to get me to go back to sleep, but it’s always something that doesn’t make any sense when I go back and think about it. It’ll be like “oh it was just my clock” (my clock has a green light and usually is dimmed) or…and this is my favorite… “oh it was just the indiglo from my watch” (noting that I have not owned a watch, let alone a watch with indiglo, since high school). But in this state the excited part of my brain accepts whatever excuse the other part has come up with for the time being.

I hate when these Blue Light Dreams happen, because when I settle down from them, I get really anxious and distressed. I’m definitely awake when they happen, but I’m doing something just completely bonkers-crazy and absolutely thinking it is real. It’s like a brief little glimpse into what being a madman is like, and it scares me (I just had one now, and I can’t get back to sleep, which is why I’m up late writing this post). The blue light part is weird but consistent, and it has become a false reminder. Like I wake up and see a blue light and it reminds me that this is a familiar situation. But instead of reminding me “hey you just woke up from a dream, remember?” it’s more like “there’s the blue light! It’s a sign! You have to get up and figure out what it’s for RIGHT NOW and it’s VERY URGENT and DON’T FORGET TO GRAB THE CAT.”

Then, at the moment I should be thinking like a normal person again, I do another weirdly crazy thing – the made up excuse that doesn’t make any sense and the calm acceptance of the excuse as reality.

I’m really not sure what’s going on with these incidents – I’m certainly awake when they occur, and though I often act out with great energy I don’t do anything violent, and at most disturb Davis from sleep by grabbing him and picking him up suddenly. They seem harmless other than the fact that they make me feel like a crazy person, which is scary and distressing. And then sometimes it makes it so I can’t get back to sleep.

Stupid Blue Light Dreams. Does this happen to any of you?

Sunday, September 15, 2013

My Favorite Ludum Dare 27 Games

I’m not sure if I’ll reach my goal of playing at least 100 games from Ludum Dare 27, but I’m getting pretty close. All the same, I figured it would be a good time to give a shout out to some of my favorite games that I’ve come across so far. Here they are!

Keg Quest (Jam Entry)

I thought this game pulled off the whole “simultaneous actions performed asynchronously” mechanic in a brilliant way. I had seen several other games that played around with a similar thing, but Keg Quest framed it in a way that was easy to work out the puzzle through trial and error and then easily reset everything to “perform” correctly once you had mentally solved the puzzle.

 

The Exploratite Mitae (Jam Entry)

This was a great moody piece. The mechanic is simple enough to be represented without UI, so they were able to focus on the beautiful art and use that to convey all the critical game information. I think the storytelling moments in this game are absolutely fantastic, especially (SPOILERS) the moment at the end when you start encountering dead mites near the surface. If you had just reached the top without them it would have been kind of frustrating, but that tiny detail gave juuuust enough of a foreshadowing moment that reaching the surface nailed that sense of despair.

 

ONEMOC: 1 MINUTE OF COLORS (48 hour comp)

I thought the mechanic in this one was very clever (and very simple). It wasn’t quite like anything I’d encountered before, though something about the “walking” feeling from square to square reminded me a little bit of InnerCube. The interface for how the desired color changed over time merged with a timer bar was really nice.

 

The Ones You Love (48 hour comp)

This was like a fast-form adventure game. I enjoyed it because it had nice puzzle and story elements without all the extra fuss you have to deal with in a standard adventure game (I’m not normally a fan of point-and-click adventures). Like, there is still trial and error with things, but the framing around 10 seconds really makes it efficient and fun. Plus it’s a nice, touching story.

So, there you have it, my favorite 4 of LD27. Even still, I’ve played a ton of other games that have done impressive work, so fantastic job, everybody!

Lastly, if you want to check out my own 48 hour compo entry, 10 Second Dragon Feeder, you can view it here:

Thanks All!

Monday, August 26, 2013

My First Ludum Dare - Postmortem

Though this was my very first Ludum Dare, and the solo competition at that, I feel like it went really well for me! (My entry can be found here) I ended the weekend happy with my game and with a nice mental tiredness that was not crippling exhaustion. I'm going to write about my process and the things I think helped make this Ludum Dare a pleasant and successful experience...

1. Preparation.
By this I mean knowing your tools and your process and feeling comfortable with them ahead of time. Since I am a professional game designer, some of this was just built-in experience by this point, but I've also been recently doing a lot of rapid prototyping at work so I was already in the "make stuff really fast" mindset before the weekend began. I think this just comes with making lots of stuff over time.

2. Rest
Back in grad school I participated in a 48 hour game jam for the XO laptop, and I approached it with the whole "stay awake as long as possible" attitude that I'd done for similar marathons in the past (24 hour comic challenge, 24 hour play festival, etc). It did a terrible number on my health and I swore off game jams at the time, but I've been re-introducing them to my life and just taking a more reasonable approach. One thing I've always admired about LD is its emphasis on being reasonable with pacing, but I was nervous to try the solo competition. I did it anyway!
This weekend I got a full 8 hours of sleep both nights, and during the day took ample breaks for food, walking my cat, and just getting away from the computer. This was a big help, because the real person doing all the work is subconscious brain, and I needed to get out of her hair on occasion to let her solve all the hard problems I ran into.

3. Planning
Though the majority of working time is spent making the game logic and creating assets, I found it really helpful to set aside time to do some planning, which is why you occasionally see workflowy popping up in my timelapse video. This planning was nothing too extensive, but doing things like outlining the structure and screen flow of the game would help me spot transitions I would need early on that I hadn't thought about (or allocated time for).
I would also jot out a rough schedule, and revise it after each break. This helped me keep in scope and know when I should take a break from iterating on game structure or bug fixing to write a song. I tried to keep this very lenient with a lot of open room, which worked out as I spent a lot of unplanned time on Saturday night addressing a physics issue that I had not anticipated.
Also, just listing out to-do action items for stuff like "sound effects needed" helped me churn through asset creation without wasting a lot of time figuring out what I needed to do next. So it may not seem intuitive to spend precious work minutes writing out a next-actions list, but I found that it helped me be more efficient on a whole over the entire weekend.

4. Let your Problems Dictate your Design
On Saturday night I ran into an issue with physics syncing. I'd wanted the "preview" mode of my game to simulate the same way each time on any machine, so it would be more of a plan-and-place puzzle. but the pausing and restarting of time was making the play-through part inaccurate and making it framerate dependent caused other issues. I spent a lot of time figuring out how to record the simulation and do playback and how to stop playback and begin recording again when you placed an object on the screen, etc. It was going to be complicated.
After a good night's sleep, I realized a much easier path would just be to change my design intent. The preview would just show a general possibility of how the ball would behave, and the goal of your placing objects would be to react to what was happening in the moment. I think it ended up being a better choice in the end, too, since one level can potentially play out a different way twice in a row. A friend of mine described it as akin to "turn-based pinball."
I was able to use the simulation recording work I'd done the previous night to do a simple replay (which had its own bugs) so no work was wasted and I was able to move on from a complicated problem to finish off the game.

5. Music Composition for Noobs
By far the most daunting part of the compo for me was creating my own music. I can code, I can draw, I can spam the "random" button in sfxr until I find something I like, and I design for a living...but music? I've never written a song in my life! Fortunately I got some fast, noobish composition tips beforehand.
Step 1: Pick a chord, any chord A-G. Look it up on the internet to find out what the notes are in the chord.
Step 2: Lay out those notes in music program of choice (I used LMMS).
Step 3: Grab the notes and reorder them and spread them all around, just keep the notes themselves the same
Step 4: Hit play. Hey that kind of sounds like it could be a thing! Adjust until it's a thing.
Step 5: Layer on top of a base track of just 1 or 2 of the notes repeating. Add in a few more layers of the same process. Pull things all around until the timing sounds like it's something.
Step 6. Put the song in your game and turn the volume down super low so even if your song is terrible, it won't be too distracting. Success!

Closing Thoughts
Again, I was really happy with what I was able to accomplish this weekend. I felt challenged and the tiredness of good mental exertion. I was even confronted with an unexpected and difficult problem during the course of my work and was able to conquer it. Overall, a fine experience!
I think my biggest thing is that I get very caught up in tuning game feedback at the expense of making more elaborate art that I know is within my abilities. I don't think that's necessarily a terrible thing, though.
Will I do Ludum Dare again? Most likely!

Monday, July 8, 2013

Another Risotto

Tonight I made some “let’s see what I have in the kitchen/garden” risotto that was different enough from my last risotto recipe to warrant its own post. A note on the butter: I bought some butter from the farmer’s market that was “European style,” which the vendor explained meant it had more fat in it. It’s pretty freakin tasty. Anyway…

Ingredients

  • 1-2 Tablespoons of butter or olive oil or a combination
  • 1/2 medium onion, chopped
  • 1-2 carrots, peeled and chopped
  • 2-3 garlic cloves, chopped
  • 1 bell pepper, seeded and chopped
  • handful of fresh basil leaves, chopped
  • handful of fresh parsley, chopped
  • 2 thyme sprigs
  • 6 cups chicken stock
  • 2/3 cup white wine
  • 2 cups rice
  • 6 Tablespoons butter
  • A few tablespoons of shredded havarti cheese
  • A few small, fresh tomatoes, chopped
  • salt and pepper to taste

 

Instructions

  1. Heat oil/butter in a large pot
  2. Toss onion, carrots, garlic, and pepper and cook for 5 minutes on med-high heat, stirring occasionally
  3. Add basil, parsley, and thyme and stir to coat
  4. Add rice and cook until it starts to brown, stirring frequently so it doesn’t burn
  5. Add wine and cook until absorbed by rice
  6. Add stock 1 cup at a time and stir until absorbed by rice before adding next cup
  7. Remove the pot from heat, add the rest of the butter and shred in the havarti cheese (not too much, just a bit for flavor)
  8. Toss in fresh tomatoes

Tuesday, June 25, 2013

Grasshopper Hunting

Davis and I have developed a ridiculous new nighttime routine. It begins when we hear the chirping of the nocturnal, basil-eating grasshopper just outside the patio door. Davis runs to the door and I scoop him up and take him out on the patio. There we scout the garden and the neighboring bushes, waiting for the next chirp or waggling of antennae to give away the basil-eater’s position. Then comes the ridiculous part. The grasshopper is revealed! Davis bats frantically with his paws while I wield him this way and that, lifting him and aiming him towards the fluttering grasshopper as it darts about, trying to escape.

Davis seems to understand that the grasshopper is located too high for him to get from the ground, and so is perfectly fine being hoisted all around through the air while he tries to catch the culprit with his paws and teeth. The neighbors may think us crazy, but so far we have managed to capture one grasshopper with this method (it was subsequently brought into the apartment and devoured – I’m usually a live-and-let-live kind of person with bugs, but grasshoppers that eat my basil are a different story).