Upcoming: Penny Arcade Expo

This Thursday I head to Seattle for the Penny Arcade Expo! I love conventions:  they are amazing places to hang out and just see tons of people interested in the same thing as you.  I went in 2009 (about the time I started this blog in earnest) and am looking forward to the return journey.

This year, I’m going to try and give a day-by-day account of PAX.  Things I’m especially looking forward to:

  • Anamanaguchi
  • LAN Parties
  • Warren Spector’s Keynote (one of my favorite games is Deus Ex)
  • That warm fuzzy feeling from being around thousands of other gamers

See you there!

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Adrift on iPhone Update

Adrift for iPhone continues to progress towards reality.  I predict I’ll be done with it in less than a month now.  Overall I’m very pleased with how well the mechanic translated to the new hardware.  The sliding mechanic works better with a touch screen.  It’s funny, but when I started designing Adrift I didn’t think about putting it on the iPhone.  But looking back it is a great fit for the platform.

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Game Design: Achievement Unlocked

How do you keep people playing your game?  Well, you could give it a multiplayer mode.  Or you could add more content through expansions (a lucrative endeavor at times).  Or you could add achievements.  Achievement Unlocked satirizes the achievement phenomena of late with hilarious results.

Achievement Unlocked

Achievement Unlocked

In a broad sense, achievements represent a new way of keeping score in games.  In the past, games like Donkey Kong assigned a number to how good you were at playing.  Today’s games are often too complex to represent skill in a single number, but achievements have filled in the gap.

Achievements are perhaps incomplete as ways of comparing players.  Often, achievements represent how much time a player is willing to invest in a game rather than pure skill.  Still, with both the Xbox, Steam, and the PS3 all using them its hard to argue they aren’t relevant to game design.

All of which is lampooned well in Achievement Unlocked.  In this game, you earn achievements for things like exploring the menu, killing yourself in specific ways, and even just starting the game.

You can play Achievement Unlocked here and its new sequel here.  They are both quite fun, and as a bonus will get you thinking about how achievements are changing the way we play games.

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Grand Challenges

The National Academy of Engineering has released what it believes are the fourteen most pressing engineering challenges for the new century.  I think computer scientists will be at the forefront of solving nearly all of them, but the one that sticks out to me that will be solved by video games is “advance personalized learning.”

Interactive education is personalized education.  Video games are already addressing this issue.  The whole reason I got into computer science (and therefore science and math too) was games.  Many others owe the same debt.

The challenge for game designers is two fold:  make games educational and make educational games fun.  Indie game designers have been enormously successful in revitalizing the platformer and puzzle genres – will educational games be the next genre chosen?

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Game Design: Knytt Stories Tutorial

What do you do when people don’t know how to play your game?  In the old days they read the instruction manual that came in the box, but there is a better way (although I have fond memories of reading instruction manuals in the car on the way back from Blockbuster).  You make an entertaining tutorial.

Knytt Stories Tutorial

Knytt Stories Tutorial

One particularly good example I’ve found is in the game Knytt Stories.  A player, even if they are not familiar with platformers in general, is given complete instructions on how to play the game in less than five minutes.  In addition, the atmospheric stylings and soothing music native to the Knytt universe are still present.  You have fun while learning.

If your game requires a tutorial, it should be quick and entertaining.  Knytt Stories does both and is a good example to be copied for other independent developers.

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Game Design: This Is How Bees Work

Not all entertainment software needs to be something you can win while playing.  It doesn’t have to be anything, really.  It just has to be entertaining – fun or relaxing in some way.  At one end of the spectrum you have adrenaline fests like Counterstrike, while at the other end you have This Is How Bees Work.

Bees

Bees

In addition to it being relaxing, I also especially like the controls:  the designers found a good way to move in 3D space by using only the mouse.  Also, the graphics are wonderfully simple and work great for the context.  A very beautiful piece of software.

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More Traveling

I’ll be traveling more next week too.  Finally got set up in LA, though.

  • Didn’t have internet for a while but I did have my computer.  I took the opportunity to boot up Deus Ex again – still an amazing game.
  • In preparation for my trip next week I downloaded some new games for my iPhone:  namely Katamari and Shining Force.  Shining Force was one of my favorite games as a kid and I’m stunned they ported it for the iPhone.
  • Work continues on Adrift for iPhone and my C++ projects.  They’re starting to shape up nicely now – I’m really getting a feel for the iPhone platform.

Driving

Driving across country towards graduate school at USC.  Going through Texas is like Desert Bus:  Nightmare mode (this time the game is REAL).

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Game Design: Wii Sports

  • Missed last week’s posts – been on travel a lot.  This week I’m moving out to graduate school.

Casual.  The ultimate insult for games?

Wii Sports

Wii Sports

Maybe if you’re 12.  The truth is – games that are easy to pick up and play (especially for non-gamers) are a great boon to the industry.  Anyone who has a Wii and has had family over for Thanksgiving or Christmas knows that Wii Sports is a great example of this type of game.  What other games have you played recently with your grandmother?

Why is it successful?  A couple of reasons.

  • Familiarity.  Most people know how to play bowling or baseball.
  • The control scheme.  This has been covered by lots of people for the past several years – but non-gamers (and many gamers) seem to love motion controls.  It’s intuitive for novices and adds another level of depth for people to enjoy.
  • Simple, customizable graphics.  The Wii avoids the uncanny valley and focuses on humor.

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Reading is FUNdamental

Yesterday I picked up the book Programming:  Principles and Practice using C++.  It’s really great – Stroustrup does an excellent job explaining the basics of the language (understandable given his credentials) but also has several interesting insights into what it means to be a programmer.  He talks about everything:  object oriented design, GUI building, memory management, concerns for embedded systems, and even a short chapter on the history of computer science.

Particularly interesting to me was his chapter on linear algebra in C++.  Scientific computing is a sadly overlooked portion of computer science.  Almost every textbook or course you run into teaches programming with a “compiler building” mindset – choosing to focus on string parsing examples.  The real world cares much more about math, particularly linear algebra, than most programmers would like to admit, and I’m glad that Stroustrup mentioned it in his text.

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