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Game Design: Spy Party

Another Penny Arcade Expo has ended.  There were concerts, a few surprises, and plenty of good games to see.  Out of all the games I saw, the one that intrigued me the most was Spy Party.

Spy Party

Spy Party

Spy Party is a multiplayer game for the PC involving patience, subterfuge, and careful observation.  Player 1 acts as the Spy.  The Spy must avoid detection by blending in with the NPCs who inhabit a small room.  Player 2 is the Sniper.  The Sniper’s goal is to kill the Spy (with only one bullet in his gun).

What makes this game interesting from a game design perspective is how effectively it creates tension.  Only with careful mimicry of the AI movement can the Spy hope to achieve victory.  But, the Sniper’s laser dot is visible to the Spy, so he/she knows when the Sniper is analyzing their movement.  The first reaction for the Spy is usually to jerk away, but Spy Party is no twitch shooter.  Such an action will only alert the Sniper to the Spy’s identity, resulting in death.  Staying calm is the key to victory for the Spy.

At PAX, the game seemed very well balanced.  I saw both Snipers and Spies achieve victory.  It’s still in development, but I’d expect Spy Party to win some sort of indie award down the road.

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PAX: Achievement Unlocked

In the bag of swag passed out to all attendees of PAX was a small card listing various activities.  If you managed to do all of them, you were given a zipup (Which I thought was a hoodie.  It turned out to be a button of some kind, but the quest was fun regardless).  Because of this real life achievement list I went out of my way to do things at PAX I normally might never have done.

One of which was play Steel Battalion.  I remembered the game coming out, but for some reason the idea of paying $200 dollars for a controller didn’t appeal to me.  PAX took care of the price tag for me and I got a chance to sit down and play the game to discover that it was immensely enjoyable.  There is a button specifically for wiping the windshield on your mech.  How cool is that?

It’s especially interesting, because in this case the complexity of the controls of the game paradoxically made the game more fun.  The gameplay itself wasn’t especially great, but because the style of control made it seem like a simulator instead of a video game I had a blast.  If you get the chance, check it out.

Other PAX thoughts:

  • Anamanaguchi, JoCo, MC Frontalot, and Paul and Storm are fantastic.
  • Teenage Mutant Ninja Turtles:  Turtles in Time is still fun.
  • Bear Pile = good times.
  • PAX is filled with some of the friendliest people you’ll ever meet.

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We Deserve a Seat At the Cultural Table

Warren Spector, the game designer behind Deus Ex and the current designer of Epic Mickey, was the PAX Prime 2010 keynote speaker.  He did an excellent job, but unlike previous speakers addressed the crowd with a challenge more so than with congratulations.

Games, he said, are art.  They have won in some sense, they have already proved their worth to society.  Those who don’t see them as such now will soon be irrelevant as cultural advisers.  Every new medium, according to Spector, goes through an initial period where they will be discounted or even judged harmful.  Games are now emerging through this period and are gaining widespread acceptance from grandmothers, corporate executives, and elementary school children.

The problem facing game makers and game players is to be accepting of these new groups.  If we fail to embrace new members of different cultural groups into our hobby then we too will become irrelevant.  He closed by mentioning that one day a new medium, entirely different than games, will emerge and we will be the ones to judge it harshly.  What will this new medium be?  No one knows (VR?  AR?  Some kind of interactive AI?), but Spector seemed to think that at least one person at PAX will probably be at the forefront of creating it.

As a side note, both Ron Gilbert and Warren Spector mentioned in their speeches that Star Wars had a profound effect on their careers.  It inspired them, they both said.  I wonder for how many other developers this is true; my guess is lots.

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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.