I read a comment on Gamasutra that mentioned the game Soul Bubbles by French developer Mekensleep and how its lack of definite genre and audience limited it to an order-only title exclusive at the Toys R Us stores. I did some Googling to find some interviews and interesting stuff.
I also found this great GameSetWatch interview where the creative director Oliver Lejade discusses how the game came to be. From starting off as a PC tech demo, to becoming an innovative title making extraordinary use of the DS’s capabilities. Here’s a quote on why they had a hard time selling the game to distributers.
You’re saying, “Oh, this is a game about little girls, pink ponies, and you know that little girls are going to buy this,” it’s X number of units are going to go, it’s an easy sell. But when you come in with an original game, that they don’t have any clear reference to the gameplay of something that has been done recently, that has no license, then it’s a very hard sell. And if you have only five minutes? I can’t explain Soul Bubbles in five minutes. It’s not doable — and I made the game.
‘Why’ is step one in any other art form, but Hecker is right. We don’t hear that question too much in games. It is my opinion that the earmark of great art is the purpose behind every choice involved in its creation. Even if that purpose is ambiguous at best, there must be justification for artistic decisions. But Hecker did a good enough job of making this point, so I’m going to say something that may be to the contrary. (more…)
This is a video of Kyle Gabler’s keynote to Global Game Jam 2009. I’ve been meaning to post this since I first saw it. I found it super inspiring!
7. Adjust Expectations – Don’t strive for the next AAA hit, limit your expectations to something reasonable.
6. Create a Low Barrier of Entry – Make sure its fun within the first 15 seconds. Title screen, concise instructions, and jump into gameplay! Please forget the drawn out backstory.
5. Feel Something – Feel music to inspire, have an emotional target.
4. Make the Toy First – Prototype the idea to see if it even works before commiting!
3. Audio! – Sound is super important, make sure it’s not slapped on last minute. Involve it in the design of the game.
2. Harmony – “Think of how you can achieve harmony economincally.” Make sure everything that you have (music, art, gameplay) fits together.
1. Never Fall in Love – Free yourself to experiment with new ideas and don’t get too attached!
I don’t necessary feel that these are laws of game design, but they are very helpful philosophies to be able to complete a game prototype in an accelerated timeframe. I tend to fall in love with every game idea I have, which is why I have so many illegitimate prototypes running through my project folders.
A few months ago the Gnomon School of Visual Effects in Hollywood hosted a Making of Uncharted: Drake’s Fortune talk, titled An Evening with Naughty Dog. The guest speaker was Richard Lemarchand, the lead designer for Uncharted. An excellent speaker, he opened by shining some light onto the environment of Naughty Dog. I wasn’t just there for the free booze and pizza — I also took some notes.
Produced by Artisans. Everyone on staff at Naughty Dog actually has a role in making the game. No-one only does management. NO PRODUCERS (sounds like heaven to me). The people with responsibility are creatives that are making the game.
Disciplined leads should know how long tasks should take to be completed because they do the same work themselves.
Give people responsibility. Trust the members of the team to have good judgment and make the right decisions.
Face-to-Face communication. Less disruptive than e-mail. Builds teamwork/camaraderie.
Short meetings. Keep them brief to get the message across and to stay productive.
So the Tomb Raider hype machine is pumping away about the new player tailoring features of the latest addition to the franchise, Tomb Raider: Underworld. Tomb Raider games involve action elements and puzzle elements. But what if I don’t like action elements? Now they can be turned down so you don’t fight much. And if it’s puzzles you don’t like, you can turn those down too. If you don’t like something, you turn it down like volume on a TV. Great, right?
In the options menu of a game, you expect to find options. What is optional is, by definition, not necessary. So what does it mean when what is otherwise considered an essential part of a game, like it’s action or puzzle elements, is made optional? Developer Crystal Dynamics says that the different types of gameplay are nice as “punctuation,” which is why the player was not offered the power to completely remove them. So if you don’t want to solve a puzzle, just ask Lara and she’ll solve it for you. Unfortunately, turning down one half of the game will not reduce its price to $25.
Gamasutra reports that CrunchTime Games has released design documents for the newly published Xbox Live Arcade title, Shred Nebula. It’s a space adventure game played from an Asteroids-style perspective.
The two documents released are a pitch/design document and an overview of the first 60 seconds of gameplay, both written in 2006. I’ve taken a quick look at both of them and I admire how the gameplay is detailed. This is the level of depth I want to achieve for my design documents. This drives me to push myself further!
Here are some NPCs from the Sokay Donut game I’ve been working on for forever. These characters are designed by our character designer Ricky Enriquez. I spent a couple days converting the game to AS3 in late May. Since then I’ve been polishing some things and working on getting the NPCs in it. I’ve been concentrating a bit too much on the presentation of the game and have returned to focusing on the gameplay, since it’s still not fully there yet. Right now I’m working on finding the fun, but it’s looking great so far.
This is a background concept I sketched out for a new project we started, a game that Chris is programming. It’s a Western so it’s gonna be a lotta fun.
Beyond this stuff I’ve been reworking the blog — I added the little video jukebox in the top right corner. I’m revising some of the other Sokay sites, experimenting with new ideas. I’m working with David Rodriguez on a more elaborate Luvtank.com as well.
Grand Theft Auto IV is a game about living the American dream. You work hard to make money to get the things you want. You meet people and exchange favors for favors in pursuit of a better life for yourself and those you care for. Hard work will eventually payoff and you can fight your way to the top in this country. Eating your enemies along the way. The difference from the traditional interpretation of the American dream is that in GTA IV you’ve decided on a life of crime to make it all happen. Which is against the norm and deemed a bad thing in most cultures. I suppose it may be unfortunate that it makes such an unbelievably awesome experience.
This game is unbelievable to me not only because of the violence or deviancy — for if that were all there was to it then the series would’ve been long forgotten about. What’s unbelievable is the grand scale of it. And not only that but the level of polish that every element has. It’s really amazing! Earlier in the series there were a lot of obvious flaws to complain about, like the sucky control or the subpar graphics. It seems that having a solid foundation of gameplay, an incredibly talented team, great management, and a shitload of cash can result in a masterpiece like GTA IV. I almost didn’t think it was possible to have a big-budget game this good anymore after the disappointment of Halo 3 and the absolute tragedy that was Assassin’s Creed.
I spent much of today beating 2 flash games. I like the sound of that: beating flash games. Not just playing them but beating them, because there is enough in the games to play that when you’re done you can actually say the games are beaten.
Dino Run: I found this beauty c/o the blog over at indiegames.com and I was very impressed with PixelJam’s work. I’d label it under the Sonic the Hedgehog genre of games, one I’d like to play more of. It’s a full game with a lot to play with. The look and feel is nice, some of the physics are a tad weak, but they do the job and beat the norm. I love the tension, the atmosphere of fleeing. It would be excellent setting for a simple story because the nature of a chase is that it is linear. Not to say that stories must be linear, but game-stories tend to be (due to laziness). Unfortunately, the game is lacking in the story department, but it’s alright because it does well everywhere else. GO PLAY IT.
Warlords: I was linked to this piece from Ben Olding after playing Dino Run and was really surprised by such a simple design adds up to strategy on multiple levels. It’s not only about unit selection, but timing, and tactics as well. Again, the game has tons built into it: multiple races and unit types, unlockable races and unit types, leveling-up, a filled out campaign mode and the unit purchasing/upgrading system really gives players a place to craft a style of play. It’s all very simple, but the game is much more than the sum of its parts. PLAY THIS ONE TOO.
As a bonus, each of these games has a form of multiplayer. Dino Run is actual online play and Warlords allows 2 people to play on the same keyboard. Both options are pretty cool if you ask me.
You have to understand that I can rarely complete a conversation on games without bringing up the Contra series, and most importantly, Contra III: Alien Wars. I played the previous big Contra games when I was a kid and had fun with them, but when Contra III showed up, it exploded my brain. You have to understand this if you hope to imagine the excitement I felt when Contra 4 was announced for the Nintendo DS.
Needless to say, I’ve played the game and it’s great . . . but I have my complaints. (more…)