Entries Tagged as 'Games'

PvZ

What can I say. It’s an amazingly fun game. It sold $1 million in 9 days.
Nearly 500 5-star reviews on the UK iTunes store. Nearly 5000 5-star ratings on the US iTunes store.

Plants Versus Zombies

Get it at the App Store.

The gameplay is simple. It’s a relatively mundane tower-defence formula. But what I like is not just the quirky graphics or the fun subject matter. It’s simply the massive variations on plants, zombies or even arenas. You’re on the front yard, or the back yard with the pool, on the roof, there’s daytime, nighttime and fog – the whole idea is to mix it up.

SonySpeak about PSPMinis

Sony on Games Development for the PSP Mini

One of the first things we tried to do with our new approach is lower the barrier to entry by bringing down the kit prices to about 80 per cent.

The second thing we’ve done is take an approach on how people applied to be part of the PSP development program – it’s a very open approach, definitely, but there’s still a [selection] process because you do need a dev kit.

On that website, all developers really have to do is explain their game and their company and very quickly we give them accessibility to the platform. That includes access to technology sites before they even commit to buying a development kit, so they can spec what they want to do.
So, incentive-wise, this is more a case of Sony reducing the barriers to entry more than anything else.

Right now, we’re looking for a good portfolio of games. Unlike with the App Store, we’re looking to support everyone that develops for us, instead of leaving developers out in the wilderness. We’re not immediately interested in giving developers free access and no help.

There are dangers in having total open access; having six thousand applications where probably only thirty are discovered by the consumer. Some of the developers working on the App Store and PSP Minis tell us that they prefer our approach because they get more visibility.

So, this is about reducing the barriers. If you’re one of the chosen few. So you get increased visibility. Among others of the chosen few. Who get barriers reduced. And because of this we’re better than the AppStore.

I think you’ve been very clear, Mister Sony Man.

All I needed to know about games…

…I learned from writing my own.

Lewis Pulsipher at GameCareerGuide writes that All I Really Needed to Know About Games I Learned from Dungeons & Dragons

He has some core points which apply to any game but especially one which involves multiple users (a Massively Multiplayer Online Game) for example.

As a designer:
You don’t need high-level technology to make an “immersive” game.
For human/psychological games (as opposed to computer-mediated challenge games), players enjoy the journey, not the destination.
Some people like to be told stories; others like to make their own.
The objective is to make the players think their characters are going to die, not to kill them.
We all like to improve.
User-generated content enriches a game immensely. (In this case, adventures, monsters, classes, etc.)

Lewis continues:
As a player:
It’s more fun with more than one person.
Cooperation is required for survival.
Think before you leap.
Get organized!
Don’t run headlong where you’ve never been.
Keep track of the stuff you’ve got; otherwise you may forget something that could save your butt.
Always have a viable “Plan B”.
Always have a way out.
Don’t depend on luck!

If your game can take into account all of the above points then you’re well on your way to developing a game that I’d like to play. Nintendo shows us that we don’t need the most cutting edge graphics to make a game that truly involves the players – in fact – the cartoony lack of realism in the games on the Wii platform serve to make it more memorable rather than less when compared to the Hi-Def Not-Quite-Realism that you find on the PS3 and XBOX.

For myself, the ‘fun’ in the game has always been in the story and there is some pseudo-theory around this, the concepts of ‘gamist‘, ‘simulationist‘ and ‘narrativist‘. I identify with the latter category, being more interested in the story, in the interactions and in the ’soft’ outcomes. In contrast, a simulationist will strive to have the most realistic ‘reality modelling’ experience possible. They might enjoy Call of Duty more than Left4Dead or Halo because the content is ‘realistic’. Zombies and aliens, despite being fun, are not real. Lastly, the gamist is in it for the game. For the challenge, for the achievements and perhaps even competitively for the win. There’s nothing wrong with being in a category and it doesn’t make what you enjoy into BadWrongFun and it’s perfectly possible to jump between categories depending on the game itself. For example, while playing “Infamous”, I was in it for the story and I found “Prototype” to be an unenjoyable button-masher aimed at Gamists but when playing any first person shooter against other humans, I tend to be a determined gamist, it’s all about the challenge and all about the winning. Similarly I want a racing game to have realistic drift physics even if the content is all about superfast floating flying machines armed with missiles and if I die, I just come back to life. It’s a joint gamist/simulationist experience for me.

Games are more fun when you’re not alone and I find the co-operative balance of games like Left4Dead to be immensely compelling because it’s the first game I’ve ever played which must be played cooperatively. Yes, there’s a certain mechanics to making sure you have the right equipment and you know the way in a game like that but similarly the ‘chaos’ introduced by other humans in the game is just the very reason I play – especially as they, through communication, can add unobvious twists to the game itself (like playing Call of Duty using only knives or Left4Dead using only pistols). My love of the story means my motivation to have the right equipment and ensure effective communication with the team is entirely because there’s nothing more frustrating than having to play the same ‘level’ again and again due to the mechanics of a game being poorly thought out. I’ve experienced this mostly with console games which require you to have twitch fingers as well as intimate knowledge of which button has a circle and which has a triangle. The fact this ‘out of game’ knowledge is required, completely jolts me out of immersion in the plot and reminds me I’m mashing buttons on a game controller.

An aside to this is the necessity of controlling player character death. There’s nothing more frustrating than your character dying because her avatar edged a pixel over some mathematical value which dictates whether the character stands or falls. At least, again in Left4Dead, some designers have thought about this. It’s not perfect but it beats the extremes of either falling when your pixels are 51% past the border or being able to stand in mid air because one of your pixels is still touching the edge of the cliff. Always err on the side of playability – as it says above, your job is to inspire the fear of character death in the players, not set out to actually kill them. Don’t punish the player for the poor edge detection algorithm in your game engine or for touching something that doesn’t look dangerous in your description or image.

Don’t miss the point about user-generated content. Some companies see Open Source as being a method of saving on developer time or a political statement designed to attract a certain demographic. I have long been of the opinion that you should let people make up their own stories. Being too restrictive here means there’s no Harry Potter RPG and there are only videogames for the franchise which permit a very limited range of activity. The potential content is controlled, closed, censored and choked. Chairman Mao Zedong of China said:

“Letting a hundred flowers blossom and a hundred schools of thought contend is the policy for promoting progress in the arts and the sciences and a flourishing socialist culture in our land.”

before doing his own controlling, closing, censoring and choking.

Whether or not you think he was using this to entice dissidents out of hiding is not what I’m here to debate but what I will say is that this school of thought is pretty much responsible for Twitter and Youtube. What can be more fun than seeing your creation being used in new and innovative ways. Back a hundred years ago in 1996 when I produced my first book, I loved seeing that someone has written extra content or modified my rules – because it meant they read them. I was often asked to explain my design decisions and why several rules were labelled as ‘optional’ and entertained by someone else’s take, someone else’s story using the background and content I had originated.

I’d love to hear some opinions on what is your favourite game and why. Do you identify most with Gamist, Narrativist or Simulationist (also labelled Narratology and Ludology in Aphra Kerr’s book: The Business and Culture of Digital Games.)

AR

Augmented Reality is kinda hot right now and despite some detractors who may wonder at the utility of it, I reckon it’s only going to get hotter.

The utility of AR for advertising is the first issue to overcome.

Layar
Layar is an app on Google Android for overlaying information onto the camera. In the demo, they show off the ability of overlay property search details onto the camera view – useful if you’re looking for a house in a particular region.

ARToolkit on iPhone
This is an app for generating augmented reality objects using QR-type codes. These codes can be translated into 3D objects which can, to a degree, be manipulated. They can be viewed from any angle. ARToolkit is an app for developing these virtual objects.

Nearest Tube
Does for iPhone and London Tube stations what Layar was doing for properrty searches.

For the Military
Military uses for Augmented Reality have been evident in just about every movie ever since we could do computer graphics. The earliest that I remember is actually the scene in Star Wars: Return of the Jedi when they were discussing the Battle over Endor. But here’s a military use which seems modern and practical.

Ahrrrr!
There’s also been a Zombie Shooter Game called Ahrrrr! which uses a AR-map and a camera-equipped MID to visualise objects and integrate them into the game. It’s not the best demo because I think it would kill my back but it’s interesting in the interplay between AR-objects (buildings, zombies) and real objects (candies).

ARvertising
ARG Advertising is going to be prevalent but I think it may not be as pervasive as we fear. Unless AR-detection is built into goggles or these magazines provide their own app or adopt a platform, these AR-objects will never be seen.

There is a danger of AR becoming an argument of ‘have versus have-not’ but this is no different to the argument of a decade ago with the Internet or of previous arguments of colour televisions and the move from radio to television.

The opportunity I see for augmented (layered) reality is in the telling of stories and the playing of games – especially in Alternate Reality Games. Being able to finagle a game into your everyday life – imagine being involved in a True Lies or Who Dares Wins style plot while going about your daily business.

Irish Game Dev 2.0

Last week I was lucky enough to attend the GameDevelopers.ie Shindig.

What completely surprised me was the dominance of iPhone developers – I knew there’d be a lot but the interest in iPhone as a gaming platform was tremendous and the games companies in Ireland were all focussed on it. Their attitude certainly was that time to market for iPhone was an order of magnitude quicker and cheaper than developing for other mobile platforms and the people out there were an order of magnitude more likely to buy. We have to temper a little of this with the fact that none of the other platforms have their act together yet when it comes to their app store offerings and that this may change (Google Marketplace being the most advanced).