Setting Boundaries

  • Reading time:1 mins read

by [name redacted]

Back in my review of Daniel Remar’s Hero Core, I ruminated on the game’s unusually dignified management of the player’s progress. After the first ten or fifteen minutes, nearly the whole map is available to the player; from there the player’s exploration is bound and guided only by the logistics of the terrain and natural risk assessment.

Since games have gotten complex enough to involve multiple action buttons, large persistent maps, and countless variable flags, developers have done their best to keep the player from getting too far, too fast; from wandering outside the proscribed zones where the designer has accounted for all variables, or feels that the player can safely wander without getting frustrated or confused. Part of the idea is to to pad out the play experience, allowing the designer to spin a sense of scale and scope from a relatively small amount of material. Part of it is damage limitation, either for the player’s or the developer’s ostensible benefit.

( Continue reading at DIYGamer )

Daray Manning’s Baggage

  • Reading time:1 mins read

Undoubtedly Rockford Illinois’ premiere indie game developer, Manning betrays his Cactus/biggt heritage, as well as a touch of Eugene Jarvis, in his skewed-n-crackly platformer study Baggage. The game is one of those hardcore S&M things, where you die a dozen times just to work out how to get past an obstacle. The generous aspect is that modern indie convention of infinite lives and just trying again without a pause. Yet the game does a good job of instilling a certain dread, both though its difficulty and through its presentation.

Just about every line could use a carpenter’s level, resulting an a dissonant Dutch angle effect. Likewise, every solid surface is filled with an ever-changing static and the background (and sometimes the foreground) is filled with an ominous orange fog. Your character is tiny; the levels are comparably large on the screen. Each has a sort of strange, one-straw-short-of-familiar shape to it. Ostensibly helpful text scrolls across the screen, though it spends more time taunting or giving inane protips or generally being bleak.

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Cactus takes you to Norrland; reservations open

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Space Fuck! and Krebswelte designer Cactus has joined Messhof in the realms of insane public display art games.

Last Friday, Cactus debuted the Swedish love letter Norrland at an art exhibition at Kulturbygden in Sollefteå. The game seems like an inscrutable collection of minigames that illustrate various aspects of Swedish life and culture, filtered through the mind of Cactus and a sort of Atari-meets-Grindhouse visual scheme. Wonder at the hunting, the fishing, the sexual uncertainty.

( Continue reading at DIYGamer )

Compelling a Complete Performance

  • Reading time:1 mins read

by [name redacted]

So somewhere after the early ‘90s game design became affected, vertical, content to build on established concepts for their own sake and so distort them out of all the representative or practical value they might have had. This became exacerbated after the industry’s multimedia and “virtual reality” phases, and the eventual rush for polygonal majesty. Early polygonal games were expensive to make, and only so many polygons would fit on the screen. Contemporary hardware could hold only so-large an environment in memory. It took developers about seven years to figure out what that extra Z-axis meant for controls, a sense of space, and all the assumptions about design that had built up since the mid-’80s.

In the short term, developers relied on the novelties of real-time animation and 3D space. They built modest, often jury-rigged, playpens where the dodgy collision, imprecise movements, weird cameras, and minimal detail would be less likely to stand out. Either that or they went hard in the other direction and used 3D animation to glam up familiar 2D twitch-based design. Those games were, of course, struck with the same technical limitations as their free-roaming cousins.

( Continue reading at DIYGamer )

The Game-Maker Archive: Easy Lifting

  • Reading time:2 mins read

by [redacted]

Indie game design being what it is, especially for younger developers the impulse to kife elements from your favorite games is almost irresistible. Witness Duke Nukem (icon of the shareware movement), which not only copied its catch phrases from Bruce Campbell movies; the 2D entries blatantly ripped art resources from Turrican and other Amiga games. Depending on your philosophy, you might call this reappropriation lazy, criminal, postmodern, or pragmatic. Frankly, theft is a fact of the creative process. The creative aspect depends on how far you take the theft, how well you reinterpret the material you’ve stolen, and how well you cover your tracks.

Game-Maker being set up the way it was, a certain amount of reappropriation was almost encouraged — particularly of RSD’s own sample games. Some of the results were more blatant than others. The male and female characters or the background tiles found their way into practically everyone’s games at some point or another. I had a few original sprites and tiles lifted, myself. Generally all it took was an e-mail to the derivative author, and I would get a credit and a virtual handshake. It was a pretty loose culture.

And of course that loose-fingered approach had little real effect on the quality of a game. Granted, the more borrowed elements generally the lower the bar. Still, it’s interesting to see what can grow from someone else’s seeds.

( Continue reading at DIYGamer )

David Shute’s Unnatural Selection makes you squirm

  • Reading time:1 mins read

The Small Worlds designer has unleashed a new wayside-n-wayward opus, Unnatural Selection. In this game, you grab a handful of worms, introduce them to new environments, and hope for them to evolve into more grotesque and dangerous life forms. Shute promises sixteen different creatures, and notes that “the last few are pretty fiendish” to find.

I guess it’s a kind of a sandbox puzzle game, both in that you’re free to experiment at will and in that you’re mostly playing in the sand. Sand and drainage ditches and rotted corpses. It’s all high society here.

( Continue reading at DIYGamer )

The Game-Maker Archive: Sheldon Chase and the Woman Warrior

  • Reading time:1 mins read

by [redacted]

Toward the end of Recreational Software Designs’ support of its Game-Maker development suite, Sheldon Chase became a kind of pervasive presence. Somewhere around 1995 or early ‘96, he hit on the notion of digitizing Eadweard Muybridge’s early motion photography for use as character sprites — sort of a retro Mortal Kombat effect, if you will. The result was a few drafts of a silvery, jittery nude model. After a bit of anti-aliasing and some animation tweaks, and finally some wardrobe assistance, he presented to RSD a stock female character for inclusion in future software updates.

Much as RSD’s Sample hero formed the template for uncounted male protagonists, Chase’s Muybridge lady became the starting place for legions of (often lurid) sprite edits. If for that reason alone Chase’s input would be notable. Yet his Woman Warrior games also exemplified several unusual and advanced techniques, as well as a curious borrowed aesthetic that sticks in the mind.

( Continue reading at DIYGamer )

Phantom Fingers: The Series – Part Three: Focused Fire

  • Reading time:3 mins read

by [redacted]

What can I say about Space Invaders that you don’t already know? Not a lot, I reckon, so I’m not going to go into too much depth on the facts. If you need more, there’s the Internet. Rather, I mean to frame the available information within the discussion we’ve been having, with an aim to highlighting its greater relevance.

You will recall we talked about Pong, and the easy introduction it provided into that alien space on the other side of the TV screen. Although there wasn’t much meaning to be had, the passive control the game provided over that one packet of information, bouncing around its tiny gameworld according to discernible laws acting on their own, allowed the player to mentally map out the game’s reality.

There was a whole new, bottled system of cause and effect for the player’s mind to lock into and understand. And as minimally involving as the laws and interface were, they were novel and fascinating, and simple to digest — to the extent that Pong became a cultural sensation.

Then, as we discussed, four years later, Breakout came along and reframed Pong as a solitary experience, as a complex space, and as a distinct narrative. Now the player’s focus was entirely on the gameworld, rather than the gameworld acting as a catalyst for two players to entertain each other. In turn, the gameworld had more to focus on.

The player’s every action — as indirect as the interface remained — resulted in a tangible effect, or consequence, within the world. A tile would break, the board would be a little more open, and the surfaces to bounce off of would be a little different. The interaction was suddenly more meaningful, at least within the narrow scope provided. And then when the board was clear, twice over, the game was over. There was a distinct goal to achieve, entirely within the parameters of the game’s bottle universe.

Well, all those changes were significant. Different designers took away different lessons by how they balanced those changes in their heads, and ran off to extrapolate further — leading us to at least two distinct schools of game design and a new focus on a single player’s causal relationship with the gameworld, as compared to videogames as a mere game or social tool.

For now let’s jump the Pacific, and ride the narrative train for a while.

( Continue reading at Game Set Watch )

Bits and Pieces aspires for brain food

  • Reading time:1 mins read

David R. Lorentz has reinvented the Action 52 zombie-on-a-pogo-stick game Bits and Pieces as a… well, sort of a monster hell platformer. You play as an amorphous bodiless glob of protein, described as a head but presumably more like a brain, who wobbles and bounces through patterned fields of monsters in search of glutamate.

The action switches up from level to level, as the game introduces unexpected nuances to its apparently simple mechanics. For instance, tapping “jump” again the moment you bounce on an enemy results in a super bounce that can send you about the height of the screen, allowing some interesting vertical sequences that call to mind the ice beam segments in Metroid.

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Chris Delay’s Game Jam Indoctrination

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After some apprehension, Chris Delay, the head of Darwina studio Introversion, took part in the June TigJAM UK meet-up. Apparently over the past year a large community of indie game developers has sprung up around Cambridge, which encouraged Delay to take part. Ultimately he designed three games for the jam, each based on a vague theme drawn out of a proverbial hat.

His topics were “White Holes”, “Sega Dreamcast VMU”, and “Mouse input only”. Out of those three themes Delay created the particle graphics demo White Holes; the Ed-Logg-does-Pac-Man action game Trapper; and probably the most interesting of the bunch, the plate-spinning art game Balancing Act.

In Balancing Act, you spin plates that represent personal values such as family and friends; wealth and success. As the game progresses, it becomes impossible to balance everything so you have to start picking and choosing the plates that most matter to you.

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Daniel Remar – Garden Gnome goes traveling, and Hero Core update

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A couple of updates from the author of Hero Core, one small and one a bit more significant. Tiny things first: Hero Core 1.2 is now available, adding a Normal mode boss rush plus Russian and Spanish translations. Along with Swedish and English, this brings the language count up to four, and up to the halfway mark. Remar’s goal is to also support French, Portuguese, German, and Polish.

More significantly, the Sweden-based Bob Came In Pieces developer Ludosity Interactive has announced a partnership to port Remar’s 2007 action arcade game Garden Gnome Carnage to various platforms, starting with Flash.

( Continue reading at DIYGamer )

Downloading Daleks: The Conundrum of Public Funding

  • Reading time:7 mins read

by [name redacted]

Originally published by GameSetWatch, then republished by GamaSutra.

Doctor Who is perhaps the BBC’s biggest worldwide brand. For nearly fifty years the British public has drowned in Doctor Who merchandise and tie-ins: novels, audio plays, comics, toys, and T-shirts. Yet when it comes to new media, the BBC has been curiously slow to act. In the 1980s there were a few Doctor Who text adventures, and in the early ‘90s a pair of dubious licensed games for the PC. Since the show’s successful 2005 revival, Eidos has released a collectible card game across several platforms. Their individual merits aside, none of these games or genres really reflects the show’s talky, exploration-heavy premise.

By comparison, Doctor Who: The Adventure Games is a venture of the BBC proper, and a collaboration with the current TV production team. Over the last few years the BBC’s website division – also paid for through the TV license fee – has experimented with Flash games and animated episodes. Some of those efforts resulted in, for example, the reanimation of lost Doctor Who episodes from the 1960s. All these efforts, however, have been tentative and have skirted the edges of procedure.

With The Adventure Games, the BBC has some motivation – namely competition. Channel 4, the TV station established some thirty years ago to provide an alternate perspective to the cultural mainstream represented in ITV and the BBC’s two channels, has recently begun to expand its remit to cover videogames.

As a broadcaster, Channel 4 is required to air less enfranchised voices and to commission its programming from independent bodies. By the same reasoning, of late the Channel 4 website has become a significant source of funding for British indie games. To keep speed, the BBC seems to be responding to its competitor in familiar BBC style by luring huge and established talents to develop broadly appealing in-house entertainment — as when seven years ago they brought in Queer as Folk creator Russell T Davies to revive Doctor Who.

In this case, the BBC has contracted one of the most respected adventure game authors and perhaps the most respected nuts-and-bolts development crews in Europe. For their part, Broken Sword designer Charles Cecil and OutRun 2 developer Sumo Digital have digested and translated the show’s appeal in a way that spin-off and licensed material – including much under the Doctor Who banner – rarely does. Granted, the actors’ line readings sound like the first take for an audio book and the story itself perhaps borrows too liberally from Back to the Future – yet at no point does the game feel throwaway.

The question is, why? To quote Tom Baker’s Doctor, as he gawped at the remains of planets shriveled into gallery exhibits, what’s it all for? It’s all well that audiences now have a decent Doctor Who game, and it is curious to see the level of collaboration from the show’s production office, but what does the BBC hope to gain from the project?

Surely the game is more than a competitive response to Channel 4. Granted they’re both public broadcasters with a certain remit, and the lack of direct commercial concerns means that not every move has to be absolutely sensible so long as they can argue its creative or social merit — but likewise, it’s not like they’re chasing a buck here. There’s no market to corner, and nothing really to compete over. The games are effectively free to their largest and primary audience, and any foreign sales would be hard pressed to justify the expenditure.

Then again, lately the BBC has been in a weird place culturally and financially. There are growing movements to abolish the TV license fee, meaning that to avoid defaulting to a commercial broadcast model the BBC more and more has to justify its funding. In an era where fewer and fewer people watch TV, and those who do generally record it or download it later, the BBC seems to be constantly experimenting with format and new forms of publicity and new ventures (many of them, such as 3D theatrical trailers and week-long event programming, spearheaded with Doctor Who and its spin-offs), all to ensure the corporation’s tentacles remain genially laced through every aspect of British culture. When TV ceases to be a part of everyday life, every bit of mindshare helps.

To that matter, even for public service broadcasters viewing figures and audience share have taken on an importance far apart from the early ‘80s, when Channel 4 was more or less created with the intent that nobody watch it. Instead of a battle for ad dollars, the BBC is in a battle for relevance. And the moment they slip, they could be in big trouble.

The dilemma is not unlike the spot that print publications are in now, and that Steve Jobs is doing his best to exacerbate. If a magazine or newspaper fails to keep up its mindshare, and make itself a crucial part of people’s lives, then it’s in trouble. When people are turning to the web and to the iPad more than print, the publications have to assess their likely audience and how much of their energies to divert. The problem is that publications have no extra budget to spend on iPad development. Many of them can barely maintain their web presence. Yet without that presence, maybe people will forget them. Maybe they will lose their relevance, their importance. There’s a bit of desperation at work.

You might also think of the situation in terms of the browser wars. It’s not like Microsoft and Google and Mozilla are selling their applications, so why are they so hot on trouncing each other? Because everyone uses a web browser, and whoever controls the browser – both the technology and the branding and feel of the thing – controls the user’s experience.

Everyone has a different idea of making over the world in his own image. Right now Google wants to move everything to the cloud, and kind of return computing to the old PC terminal days where the data is all “out there” somewhere. “Out there,” of course, being in Google’s hands. In all probability, Facebook is hard at work on its own browser and operating system.

How does the online push relate to the BBC, beyond the cultural tentacle thing? Maybe it’s got something to do with the iPlayer, which might be described as the BBC’s own proprietary Hulu. Maybe it’s got to do with the shift away from TV and toward computer screens.

Common wisdom says the test of any new medium is its suitability for porn, and that the spearhead of most computer technology is videogames. These days the BBC says the test of any new venture is its suitability to Doctor Who – and much like The New York Times or Wired, the BBC really wants a piece of your computer. It’s got to survive somewhere.

Maybe in the future, when we get all our TV through the Internet, it will be hard for entities like the BBC to resist the old multimedia chestnut. And maybe, freed of the boundaries of CD-ROM and ridiculous production companies, there will be a time for… well. Something more advanced than the alternate angles you get on DVD and Blu-Ray. And maybe, through one insidious high-quality download at a time, the BBC is preparing itself for that eventuality.

The Game-Maker Archive: Mark Hadley

  • Reading time:2 mins read

by [redacted]

I’m always impressed when an artist takes some kind of a stance with his work — be it technical or political or social or personal. Well, let me buffer that. I’m impressed when an artist has something to say, and choses to use his chosen medium to explore that idea rather than just get caught up in the trappings of the medium for its own sake. If you give me, for instance, a really excellent, polished shooter that plays like a remix of four other games I’ve already played, then okay — that’s some decent craft there, but to what end? It’s not saying anything. Then if you give me something simple and awkward, that tries its hardest to translate something unrelated into the language of the medium — say, the artist’s obsession with physics or an overactive curiosity about the man who sells hot dogs down the street, then I feel like I may get something out of the work. Maybe not a whole new perspective on life, but maybe a few angles I hadn’t noticed before.

I don’t mean to big up Mark Hadley’s games too much, but I find it curious that his games try to have a sort of a point to them beyond simply being another videogame. Given the limitations of the software, whether they succeed is almost beyond the point. The effort is what counts.

( Continue reading at DIYGamer )

The Hands of Time

  • Reading time:4 mins read

by [redacted]

I keep noticing the parallels between the modern indie scene and the old shareware boom from the early 1990s. For those who missed that train, in the period after the Great Crash of 1984 and before the PC was powerful enough to run much more than King’s Quest, there was a sort of DIY phase in the Western game industry. Even the biggest PC developers, like Sierra and Origin, were a bit provincial, and in the arcades Atari Games and Midway were struggling just to be noticed amongst the flood of Japanese imports — so from a mainstream perspective there was slim opportunity for a young designer.

Much as with modern indie games, the answer was to skirt the mainstream, and distribute games through dial-up bulletin boards and word-of-mouth. There are a few differences, though. For one, the shareware boom happened in an era when one or two or a small handful of people could still produce a major, mainstream game. It was getting rarer, but for context the average Sega Genesis game had only half a dozen key staff. So for aspiring game designers, it was not unreasonable to look at shareware as a sort of a potential back door into the industry. Indeed, that’s where we get id Software and Epic Games.

Another thing is that around the turn of the ’90s the PC was sort of a blank slate. 256-color VGA was still fairly new, and Sound Blaster digital sound was a revelation. A 33-Mhz processor was a firecracker, and extended RAM was a luxury. So suiting the geography, most PC games were either simulations or slow-paced adventure games. When Carmack and Romero found a technique for smooth scrolling, it was a breakthrough worth pitching to Nintendo. Yet much as Atari was uninterested in Nintendo’s hardware, Nintendo saw little potential in the PC game market.

With mainstream developers slow to take advantage of the platform, it was also not unfathomable for a handful of clever young coders to be at the forefront of technology and design. So it is that within about five to seven years a bunch of industry outsider nobodies dragged the platform, and along with it the entire medium, up by its bootstraps. The explosion in graphical accelerators comes entirely out of do-it-yourself designers trying to make a name for themselves, trying to be just like the big guys who they admired in the 1980s.

This, of course, created a culture clash. The PC gamers who had been there the whole time reacted poorly to the insolence and the brashness and the overall style of these upstarts. They liked PC games just fine the way they are. The PC wasn’t just an open-platform game console; it naturally lent itself to a different, slower and deeper, psychological space. And the aesthetic that these newcomers were injecting — sure, it was making the PC more popular for gaming. Yet in its Miyamoto-fueled reverie it was also drowning out demand for the kinds of games that attracted PC gamers to the platform.

There are exceptions, of course, but broadly the shareware boom was an attempt by North American designers to answer the mainstream success of Nintendo and Sega using the only available tools — which meant bending the tools to make them work more like the game consoles of the day, and using those tools to mimic Japanese design aesthetics. Though the movement started small, the best efforts were so revolutionary and so popular that they attracted competition like a four-star restaurant in the bad part of town, gentrifying the PC, driving up development costs, and making the platform much bigger than Shareware’s original form of distribution.

( Continue reading at DIYGamer )

Composition Piece

  • Reading time:1 mins read

Today Theta Games, of Ceramic Shooter – Electronic Poem fame, released another poetic, music-related take on a familiar genre. As you start Composition Piece a blocky, distinctly indie-game, protagonist sits down at a much higher-resolution piano and, well, resolves to write a piano piece for a certain Qing Ge. The platforming action that follows, as described on the Theta Games website, serves as a metaphor for the creative process. You move to the right, avoid obstacles, smash through barriers, and seek input from your musical peers.

( Continue reading at DIYGamer )