Cavanagh and Lavelle’s Snowdrift

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Terry Cavanagh of Don’t Look Back and VVVVVV and Stephen Lavelle of Whale of Noise have collaborated on a morbid little exploration of the link between psychological space and display limitations.

Snowdrift is filled with simple, flat-shaded rendering. You walk with WASD or arrow keys, and aim with the mouse. There’s a haze over everything — either from the snow and fog or, later, from the darkness — and unless you spend your time memorizing scant landmarks you’re never quite sure what’s over the next hill. Given that it’s cold out there, and the world seems more or less endless, that could be a problem. Sure, you can explore as far as you like. But how do you find your way back?

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The Game-Maker Archive—Part 11: Mark A. Janelle

  • Reading time:2 mins read

by [redacted]

Although he only produced one game of which I have empirical evidence, Mark A. Janelle is one of the more significant figures in the Game-Maker story. A very serious fellow, Janelle was one of RSD’s first customers to make a shot at a professional exploitation of the Game-Maker software. He also managed the dial-up Night Owl BBS, which served as the semi-official Game-Maker community hub. Every copy of Game-Maker included a leaflet for the BBS.

After some recent discussions, I seem to recall some widespread connection issues. Either the BBS was only up during evening hours (as the name would suggest) or the number on the leaflet was incorrect. Either way, many people had trouble logging in. When one did log in, the place was a bit stiff and, again, serious. And being hosted in Kennebunkport, Maine, it was a hefty long-distance charge for almost anyone — even those who lived in-state, as I did. Still, it was a good place to make connections and branch off to other sub-communities and smaller BBSes.

My memory is a bit hazy; I think the Night Owl BBS may have changed names, or the Game-Maker section may have moved over to other boards. On that list of 1990s Maine BBSes, I recognize a couple of other boards associated with Janelle’s name.
As important as his BBS was to the Game-Maker culture, what even more people probably recognize is his game.

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Picking the Lock-box

  • Reading time:2 mins read

by [redacted]

Desktop Dungeons brings with it the old discussion about unlockable content. It’s designed as a short game; Rogue by way of Minesweeper. Finish the game under the right conditions, and you get more conditions that facilitate further unlocking. The game is hard, so you’re only going to beat it some percentage of the time. As you get better — or at least get further into the unlocking process — the game gets harder, forcing the player to put in that much more effort for the next unlock.

It’s a regular progression: play, play, play until you play well enough to meet a condition; then move on and play some more. There’s always another carrot, until finally there isn’t. And look at all the time and energy you’ve invested to get there.

Since I downloaded the game, I have found myself in a feedback cycle. I imagine it’s the impulse that a compulsive gambler feels. Hey, it’s only another ten minutes; I’m on a roll now; I know I can beat that boss if I just choose the gnome and conserve my potions. And so okay, I die. But this next time I’ll make it for sure.

This isn’t healthy. By no measure on Earth is this healthy. And yet for about ten years this has been a popular way to extend the life of simple games. You might call it a sort of meta completion compulsion. Often large-environment games will riddle their worlds with stars and packages and honeycombs to collect, and unless you track down every last one you’re not playing the game right. Often hardcore skill-based games will hand out letter grades for performance, and unless you earn the highest grade in every challenge, you’re not playing the game right. In either case, you’re probably missing out on something. This unlockable business comes from the same place, but translates a little differently.

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Undead Progress

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Excerpt from an article where I realized the following doesn’t really fit:

*   *   *

Dead Rising intends that the player die and restart over and over, each time retaining experience and skills from the previous attempt. The idea is for the player to keep trying different things, exploring new places, and understanding how all the events in the game’s short timeline fit together. With every failure, the player learns a little bit more about the world that may come in handy later. The retention of skills and experience is to maintain a sense of overall progress despite the setbacks, and to prevent player from getting too bogged down in situations that they already have dealt with, to allow them to keep branching out and experimenting.

Good Games, Bad Design – Episode 1: What’s at Stake

  • Reading time:4 mins read

by [name redacted]

There are two basic ways that video games communicate ideas — through the actions allowed the player, and through the environment on which the player may act. The player’s every action changes the player’s immediate relationship with the environment, which in turn shapes the player’s potential for action. Let’s say you shoot an asteroid. Although the immediate obstacle is gone, now you’ve several smaller rocks to deal with, moving faster, in different trajectories.

The more you do, and the more feedback the game gives you, the more you adapt your behavior. When an action results in success or a reward, you tend to repeat it. When you get an unpleasant result, you tend to avoid repeating yourself.

A successful game environment does four things:

  1. it teaches about the player’s relationship with the environment;
  2. in doing so, it directs and focuses the player’s behavior;
  3. generally it obscures this manipulation from the player; and so
  4. through the invoked behavior it evokes in the player a certain mood or mindset.

If the player doesn’t know why he picks the routes and actions he does, yet in picking those routes and actions he comes to adopt the intended perspective, you have successfully communicated. Think of all the moments in Half-Life 2 where you think you’re being clever under pressure, and you’re actually choosing the only possible path — or how The Legend of Zelda keeps you on-track by making the woods scary and dangerous, so that you will tend to leave them until you’re stronger and more experienced.

Is level design everything? Only if your game has something to say. If you’re retreading old ground, and you expect the audience knows the routine, then you can toss them any old nonsense. Of course then few of the player’s actions will have real consequence, so the game will feel unresponsive and dull. Still, maybe if you add some flashy features or cutscenes you can distract the player for a while. If you’re afraid of putting people off, you can patronize them with elaborate tutorials.

There’s no fooling the outsiders, though. If your game fails to communicate on its own merits, then no one besides the fans will bother with it. And even within that audience the conversation will narrow and turn from big, nourishing ideas to minutiae — as if the differences between one leveling system and the next really matter in themselves. This heads-down view leads us away from meaningful representation, and toward thoughtless copying and repetition, abstracted and regimented genres, fractured markets, and eventually a whole medium that is impenetrable to outside eyes.

As in any human endeavor, sloppy or thoughtless design is perhaps more the rule than the exception. And that’s fair enough, when that design is a part of a lousy game that no one is likely to take seriously. More worrisome are the otherwise good, solid games that a student of design may well look to for inspiration. Games don’t have much of a critical history; their culture treats anything “good” as model of perfection that everything new should strive to imitate down to the pixel. It’s hard to break out of that mindset, and to look at design in terms of problems and solutions.

A solution, of course, only makes sense in context. In a game, each mechanism serves to illustrate to the player some concept, or to solve a logistical problem in the game’s premise. Anything that serves neither of these purposes is extraneous — and the key to communication is if you don’t need it, cut it out. It is in this spirit that some case models may be illustrative.

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Stephen Lavelle’s Whale of Noise

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Another quirky game jam, another quirky load of games. Steven “Increpare” Lavelle has contributed the first entry to Melly’s “A Game By Its Cover” competition, an effort to design games to match fake box art found around the Internet. The result is a contemplative, somewhat lonely artsy game about a whale apparently made of sound.

As you swim around the blocky submerged caverns, your particle-based whale slips deftly around corners. The odd point of light will give you a new song, allowing your whale to pass barriers. Eventually sequences will demand several different notes in a row, creating a sort of mournful tune.

The game is a bit glitchy, in a good way. There’s a certain nervous dissonance constantly burbling under the surface. The soundtrack consists of a soothing yet ominous oceanic hum.

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Hopping and Bopping with NeonPlat 2

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Jayenkai of SoCoder has applied the Geometry Wars/Echoes retro deconstructionist mash-up mentality to the Bubble Bobble/Mario Bros. style hop-’n-bop single-screen platformer. Enter NeonPlat 2.

Color the white floors to make them tumble. Grab balls and toss them at enemies, then grab the power-ups that float away. It’s all familiar grammar, mixing a bit of City Connection and Snow Bros. Yet the game has such character and verve and immediacy; it takes those mechanics and digests them to make a frothy, fun party game with a sort of a Nintendo DS flavor.

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Cactus declassifies Ultra Mission

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Everyone’s favorite painter of cognitive dissonance, Cactus, has just revealed his latest opus, a sort of dark and droll puzzle-Robotron called Ultra Mission.

Your task is to rescue the hostages through any means necessary. Use WASD to move; use the mouse to aim. Left click is shoot; right click is kaboom. You can destroy pretty much anything. The trick is to destroy the right things, and avoid being destroyed in the process.

As a Cactus game, it’s pretty tough and tends to reward thinking outside the box (as it were).

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The Game-Maker Archive – Part 10: The Integrator

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by [name redacted]

One thing that Game-Maker serves to underline is the sheer talent that goes into game design. Especially by 1995 standards, Game-Maker makes it simple to whip up some graphics and sound resources, click a few flags, slap them together, and call it a game. Depending on your tools and the time you invest, you can get your game looking rather snazzy. Depending on the thoroughness with which you read the manual and study the program’s quirks, you can pull some clever tricks with Game-Maker’s engine. Yet a videogame is more than a bunch of sprites and levels and samples.

As Game-Maker’s own structure suggests, to a large extent a game’s content is just window dressing for the main executable to call up and sell itself to its audience. Unless there’s something more fundamental to justify and connect that information, it’s all just data. Facts. It doesn’t have a perspective; it make an argument. It doesn’t communicate a coherent idea.

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Gideon Simons’ Rise: Sea of Static

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Or, if you will, “An Invader’s Traumatic Platform Experience”. This is a curious one. Inspired by a game jam about experimental graphical styles, Run, Dino! Run Like the Wind! designer Gideon Simons (aka QuiteOddGames) has blessed the world with an art platformer that seems to borrow more than a page from La La Land’s warped psyche and then runs that vibe through Jeff Minter’s personal indexing system.

The soundtrack is a constant, irregular hiss; the landscape is made of cubes and small dots. The dots are basically spikes; touch them and you die. You walk on the cubes. As you walk and jump, the landscape subjectively shifts and melts around you. Bits will bend up to become land; bits that were land will bend down off the screen entirely. Sometimes when you jump a pocket will form , surrounded by spikes. Scurry in before you land and the world’s “jaws” snap shut on you.

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Rocket Jockey

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In his remake of of Rocket Jockey, The Moonkeeper author Ben Pettengill has delivered something of a gem. Both engrossing in its own right and faithful to what little there is to Active Enterprises’ original, Rocket Jockey is one of the highlights of the Action 52 Owns game jam.

The game begins as you find all your cows beamed into space by interstellar cattle rustlers. So you run out back of your barn, hop on the back of your solid-fuel rocket, and blast off in pursuit. Aside from the arrow keys, the game uses a single button. Rather than shoot, you sling out a lasso. If you rope a steer, you get to sustain another hit and your lasso begins to glow and grow in length. Snag a gunman, and you may pull him off his own rocket. You can also grab barrels, and toss them forward.

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Teppoman 2 Jumps ‘n Sneaks ‘n Runs ‘n Guns

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Ikiki, an artist new to me yet well-known in some circles (and hugely active between 1999 and 2005), has reappeared from the woodwork to deliver one new major and one minor opus: respectively, Teppoman 2 and Nozumou.

Both games have sort of a covert SNK flavor to them, which comes across slightly in the design and greatly in the soundscape. The music and effects often have a King of Fighters feel, and with its mix of shooting, platforming, and humor Teppoman 2 will call to mind Metal Slug. Yet something about the game also also reminds me of P.O.W.: Prisoners of War — maybe the sounds, or how you recover weapons from enemies, or the limited ammo.

Anyway, Teppoman 2 brings a new perspective to the run-’n-gun by combining some advanced platformer elements and a slight stealth component.

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Setting Boundaries

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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.

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Daray Manning’s Baggage

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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.

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