Contemporal, Cospatial and Connected

Tadhg Kelly writes: Asynchronous gameplay is a popular phrase for describing various forms of online games that connect players but don’t require simultaneous play. Many eminent commentators have talked about the possibilities for this kind of gameplay, and how it might be the future for games. … In the debate on Gamasutra, I suggested that … Continue reading “Contemporal, Cospatial and Connected”

Tadhg Kelly writes:

Asynchronous gameplay is a popular phrase for describing various forms of online games that connect players but don’t require simultaneous play. Many eminent commentators have talked about the possibilities for this kind of gameplay, and how it might be the future for games.

In the debate on Gamasutra, I suggested that the casual definition of synchronous or asynchronous is actually describing a different property to synchrony. I labelled it temporany. The definition of temporany is:

If the play of the game contains the simultaneous presence of two or more players, it is contemporal. If not, it is atemporal.

Synchrony and temporany form a grid. There is contemporal synchrony, contemporal asynchrony, atemporal synchrony and atemporal asynchrony. More conventionally, although less accurately, you might call them: multi-play, parallel-play, turn-based-play and single-play. Quake, World of Warcraft, WeeWar, Portal 2.

There’s too much tongue play going on here.

Synchronous definition, occurring at the same time; coinciding in time; contemporaneous; simultaneous.

There’s too much similarity in the terms so discussion becomes meaningless. Also, games which are single-player only are somewhat removed from the scope. I would claim there is:

  • contemporal – at the same time, simultaneously. Like players who are in a FPS or strategy game. Even if playing a turn-based game.
  • cospatial – in the same space (real or virtual). I don’t think it matters which.
  • connected – linked through event protocols with a reciprocity and a reason for the connection.

Games can be contemporal, cospatial and connected all at the same time or they can have components of each. e.g

Left4Dead is contemporal (the 4-8 players are there at the same time), cospatial (are in the same virtual arena) an connected (the actions of players directly affect the actions of others). Games like Dogfighter and Galcon, though they have different gameplay, have the same qualities. You might also point at Monopoly or Connect4.

While this is fun for discussion, the impact on game design is to think of interpretations of games which are not commonly found by excluding components from this description.

How about a Location-based game which is cospatial and connected? I’d say this is FourSquare. The timing is irrelevant but the physical locations are important and the passing of events between players (I’m the Mayor!) is also important.

What about contemporal and connected? These are the components of leaderboard games. You’re passing events and playing at the same time but you’re not necessarily occupying the same place, playing the same game.

Cotemporal and cospatial but not connected? I would look at many MMO open world games. In the same (virtual) space and time but not necessarily interacting. But you can interact – making the gameplay connected as well. The point being you don’t have to.

This isn’t meant to be canonical – just a way of thinking about games.

The Future of Consoles

Epic Games’ president Mike Capps opined in an interview with IndustryGamers: “Your iPhone 8 will probably plug into your TV, or better yet, wirelessly connect to your television set to give you that big screen gaming experience with good sound,” Capps explained. “So really, what’s the point of those next-gen consoles? It’s a very interesting … Continue reading “The Future of Consoles”

Epic Games’ president Mike Capps opined in an interview with IndustryGamers:

“Your iPhone 8 will probably plug into your TV, or better yet, wirelessly connect to your television set to give you that big screen gaming experience with good sound,” Capps explained. “So really, what’s the point of those next-gen consoles? It’s a very interesting situation to be looking at. That’s what we’re starting to think about more… not how do we scale from some Nintendo platform to some other future console.”

Thing is, Mike, with the addition of an Apple TV, we can already do this. And this sort of talk lends some credibility to the notion that Apple might get in bed with television manufacturers or maybe even make their own.

If we can do this with iPhone 4 (and arguably with the 3GS), then what might the iPhone 8 bring – considering that it’s due to hit in around 2014-2015, it’s an interesting question.

If dedicated under-set consoles are already pumping out high def graphics, then where will the technology go next? I’m looking at pico projectors to accompany my iPhone and iPad so that I’m completely mobile – though I note that there’s still an issue with decent sound.

I remember watching a NORTEL show reel about how they saw the future and it had us all running around with touch screen phones and placing them in cradles in our homes and cars and accessing everything from these tiny devices. I reckon the NORTEL visioneers would have been thinking about personal jet packs and a removal of balkanisation of states when they penned that vision but we can do this pretty much now. Wirelessly.

The future of consoles is mobile.

Nintendo redux: it’s not an either-or

In May 2010, I wrote abut Nintendo vs Apple: Get out that scam of selling plastic! There’s no need for it considering every DS Lite and DSi has had WiFi for years. So, yes, in three years Nintendo has been made to look like a dinosaur but declaring war is not the right thing to … Continue reading “Nintendo redux: it’s not an either-or”

In May 2010, I wrote abut Nintendo vs Apple:

Get out that scam of selling plastic! There’s no need for it considering every DS Lite and DSi has had WiFi for years. So, yes, in three years Nintendo has been made to look like a dinosaur but declaring war is not the right thing to do.

Nintendo and Apple are not necessarily enemies and I find it simplistic for them to consider themselves to be enemies. Look at SEGA – which has brought Sonic, Golden Axe and Football Manager to the iPhone among others.

Yesterday, Don Reisinger wrote on Slashgear: Is Nintendo the Next SEGA?

SEGA’s decision to end its hardware development and focus solely on software was a controversial one at the time, but it made quite a bit of sense. The company had solid game properties, led by Sonic, and it knew that it could sell them on multiple platforms.

It’s a similar story for Nintendo. If the game company sees its hardware business start to take it down, it has the software it needs to make the landing a bit softer. With Mario, Zelda, Donkey Kong, and others, Nintendo is arguably the most successful software developer in the game industry.

Imagine if Nintendo produced versions of Mario, Zelda, Donkey Kong and others for iOS. 200 million devices out there. And a multi-player Super Smash Bros on iOS would easily sell for $9.99. Same for Mario Kart. And if they did the same for Android, they could easily trounce the recent lacklustre efforts of Sony to enter the app phone gaming market.

Since 2004, Nintendo have sold 146M DS units (of all types) and since 2006, they’ve sold 86M Wii units. (source: Wikipedia)

In half that time, Apple has sold over 200M iOS devices. (In April, Apple said they had sold 187 million, and in June it was 200 million – calculate that delta!).

And this doesn’t need to be an either-or situation. You don’t have to give up all of the hardware and just make software – but doing some controlled licensing of the popular titles could provide a real kick to their fortunes. My kids show their own interests – they’d rather play Tiny Wings or Sooziz on iOS than any of the (much more expensive) DS titles.

So, name a game on iOS most like Myth II: Soulblighter

Somewhat resigned to never seeing Myth II on an iPad any time soon* so I’m wondering what game out there most accurately captures the feel of the game? Not looking for a full RTS. An RTS is a mix of resource collection (Farmville), tower defence (PvZ) and real-time tactics (Myth). On the other hand if … Continue reading “So, name a game on iOS most like Myth II: Soulblighter”

Somewhat resigned to never seeing Myth II on an iPad any time soon* so I’m wondering what game out there most accurately captures the feel of the game?

Not looking for a full RTS. An RTS is a mix of resource collection (Farmville), tower defence (PvZ) and real-time tactics (Myth).

On the other hand if there are any people who’d like to throw in some time to create a new game, then I’ll show you my notes, design, writing etc. And we can go find some money.

*John Siracusa and Wil Shipley talked about porting Myth (the code was released to some and lives on in community sourced updates) and previous to that I had spoken to Take2 about who owned the rights. Both dead ends – the rights for this game are so heavily tied up that it would take a contortionist to unravel them.

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The Skills to Build Tomorrow

Article on Wired.com: 2011: Second Wave of Children’s Mobile Apps Is Coming Attributes of a Second-Wave Educational App The app can only exist on the mobile device. The app maximizes the opportunities presented by the technical capacity of the mobile device. It allows children to create. It connects children to each other and to the … Continue reading “The Skills to Build Tomorrow”

Article on Wired.com: 2011: Second Wave of Children’s Mobile Apps Is Coming

Attributes of a Second-Wave Educational App

  1. The app can only exist on the mobile device.
  2. The app maximizes the opportunities presented by the technical capacity of the mobile device.
  3. It allows children to create.
  4. It connects children to each other and to the outside world.
  5. It looks beautiful.

Each of those points is explored in more detail in the article itself so you should read it. It also contains links to some apps which epitomise each point.

These decisions are much harder to implement than any of the arguments about platform or technology used. You’ll find it difficult to implement in non-native technologies (Flash, HTML) because they’re sufficiently abstracted from the platforms that they cannot take advantage of the plethora of unique sensors and attributes of each device. You’ll need to do this in native code.

Each challenge will require a separate skillset to be implemented. A chance meeting with Conann Fitzpatrick, who, along with Greg Maguire, is running a Maya course in the Belfast Campus of the University of Ulster today, got us talking about the different skillsets* which are needed to bring an animation or a game to fruition.

Whether the end result is to entertain, to instruct, to guide or to distract, the principles, the core skills are the same. We have already built considerable capability in platforms, in creativity, in new technologies and Northern Ireland has always been quick to adopt the new and shiny. Our weakness has traditionally been working together. Luckily, with Digital Circle, that’s a thing of the past.

*an example is rotoscoping. A lot of people with skills in Photoshop and the time to spend on it, could become good at this. And it’s one of the skillsets that an animation studio would need. So what’s stopping them?

Jesse Schell: Visions of the Gamepocalypse

Nearly two hours long but worth the effort. If you register with fora.tv, you can download an MP4 of the talk. Related posts: Dear Esther – 14th Feb 2012 8/100 Ways to Save a Bad Time at a Conference AndroidGuys mix it up with GTalk web app Upcoming nerdiness

Nearly two hours long but worth the effort.

If you register with fora.tv, you can download an MP4 of the talk.

What UX can (and cannot) learn from games.

Just add points? What UX can (and cannot) learn from games View more presentations from Sebastian Deterding. Related posts: Games: Giving Credits Where They Are Due All I needed to know about games… Musing on the communication of culture 16 things…that take 50 years to learn

Games Designers: Make Me Cry!

“in an effort to introduce plot, character development and narrative tension to games. They had realised that although their games are addictive, few are emotionally compelling. I’ve never seen a computer game that made me cry” – Professor Jenkins of MIT. (link) There must be games which are emotive (beyond Anger and Fear/Anticipation). Games have … Continue reading “Games Designers: Make Me Cry!”

“in an effort to introduce plot, character development and narrative tension to games. They had realised that although their games are addictive, few are emotionally compelling. I’ve never seen a computer game that made me cry”Professor Jenkins of MIT. (link)

There must be games which are emotive (beyond Anger and Fear/Anticipation). Games have been able to make me feel anger or fear as I follow the plot but I wonder about the softer emotions (sadness, love).

Speaking with my wife about this, she reckons that the interactivity of games reduces the possibility that you’ll feel the softer emotions. In contrast, I’ll admit that movies have been able to make me feel softer emotions (the ending of Edward Scissorhands gets me every time and don’t even talk to me about The Notebook). It’s a combination of immersion in the story, empathy for the characters and the music and foreshadowing of the plot.

So, why can’t computer games make us cry?

Wired had an article in 2005 on the subject: Can a Game Make You Cry?

I could tell something was wrong as soon as I saw my friend’s eyes. It was back in 1997, and he’d been playing the recently released Final Fantasy VII. That afternoon, he’d gotten to a famously shocking scene in which Aerith, a beloved young magician girl, is suddenly and viciously murdered.
He looked like he’d lost a family member. “I’m just totally screwed up,” he confessed as he nursed a lukewarm beer at a local bar. Nearly all my friends were playing Final Fantasy VII too — so, one by one over the next week, they all hit the same scene, until every nerd I knew was sunk in a slough of despond.

I’ve never played FFVII but I have to wonder if this game is unique. And watching the scene, I guess you have to play it through to experience it.

Portal + Mirror’s Edge = Super Mario Bros

(There’s not really a blog post here, I’m just musing about my recent enjoyment of games which have been, for the most part, strangely non-violent.) I’m a little struck about how much fun Portal was. I know everyone on Windows with Steam got very bored with Portal when they completed it in 2007 but it’s … Continue reading “Portal + Mirror’s Edge = Super Mario Bros”

(There’s not really a blog post here, I’m just musing about my recent enjoyment of games which have been, for the most part, strangely non-violent.)

I’m a little struck about how much fun Portal was. I know everyone on Windows with Steam got very bored with Portal when they completed it in 2007 but it’s new to us Mac-heads and even though I bought it as part of the Orange box 18 months ago, I’d never played it because I was too busy shooting Zombs in Left4Dead).

I’m also, as you may have guessed, a little struck on Mirror’s Edge (on iPad as opposed to other platforms). And I think part of that is that it reminds me of Oni which (despite being a smorgasbord of violent action) was a great TPS/Fighter from, you guessed it, Bungie. Oni sadly was a casualty of the financial problems Bungie had with the Windows install bug in Myth 2.

Mirror’s Edge is little different from Super Mario Bros on the face of it – it’s all about jumping over obstacles, using the environment, discovering the easter eggs, collecting things and either slide-tackling or jumping on enemies (who later recover). The only thing really missing are the pipes – which are ably supplied by Portal.

So I find myself wishing for a game to be developed that doesn’t exist without anyone planning to make it.

Mirror’s Edge for iPad: Spiritual Successor of Saboteur!

For the last few days since Apple opened up the iPad AppStore internationally, I’ve been playing Mirror’s Edge for iPad. Mirror’s Edge was a 2007 First Person ‘Runner’ (as opposed to shooter) which made a bit of a splash and was bundled with the PS3 for a while (which means it can be found very … Continue reading “Mirror’s Edge for iPad: Spiritual Successor of Saboteur!”

For the last few days since Apple opened up the iPad AppStore internationally, I’ve been playing Mirror’s Edge for iPad.

Mirror’s Edge was a 2007 First Person ‘Runner’ (as opposed to shooter) which made a bit of a splash and was bundled with the PS3 for a while (which means it can be found very cheaply in most second-user Game Stores).

Personally I found the game relied on the PS3 gamepad too much which I find difficult to use so I never got past the demo before switching it off. On the other hand, I’ve been finding Mirror’s Edge for iPad to be extremely compelling but I think this might be cause it’s a bit more linear, the controls make a lot more sense (as well as being simpler) and I think it reminds me of some other games, like Saboteur! for instance. Released in 1985 by Durell, developed by Clive Townsend, it was extremely compelling though the video may seem old and outdated by our modern standards.

The aim of the game was to fight your way through a 2D maze and retrieve a floppy disk. How totally and utterly 1985! Looking at Mirror’s Edge for iPad, it’s not hard to see how this game could be revived and made extremely compelling. The same can be said for the Tomb Raider franchise, hint hint!

What makes Mirror’s Edge beautiful? There’s the lovely screen, the great perspective, the easily learned controls but there’s also a non-violent element as well. The character, Faith, defeats enemies by slide-tackling or jump-kicking them (as well as a nifty disarm) but there’s no gunplay. The story is not strong and poorly presented by a crawling text banner when an audio or video commentary would have been so much more appropriate but I find the replay value to be high and the Speed Run (where you attempt levels trying to get the fastest times possible) adds another level of competition. Speaking of competition, the single-iPad two-player version is good fun as well – but it’s screaming out for a WiFi co-op or competitive version.

So if anyone wants to remake Saboteur! (or the sequel which involved stealing punched tape), then I’d suggest you look at Mirror’s Edge for iPad before starting. If you’re overcome by nostalgia and want to re-play Saboteur!, then you can grab it from World of Spectrum.