TV, Games, Emergence, Agency and Death

I don’t often do link lists but I have a few articles to share. After spending some time with NI’s television industry yesterday, I have to give a shout out to Greg Darby, Philip Morrow, Colin Williams and Michael Hewitt. It was good to see the TV industry united under a single cause. I would … Continue reading “TV, Games, Emergence, Agency and Death”

I don’t often do link lists but I have a few articles to share.

  • After spending some time with NI’s television industry yesterday, I have to give a shout out to Greg Darby, Philip Morrow, Colin Williams and Michael Hewitt. It was good to see the TV industry united under a single cause. I would welcome many more of the indies to rally together.
  • Slightly related is a C21Media article with notes from Gamesbrief director Nicholas Lovell on what TV companies get wrong when making games about their IP
    1. It’s not about story
    2. Find the fun
    3. Make it iterative
    4. Commission earlier
    5. Have a post-transmission plan
    6. Games are about retention
    7. Make it free, make it profitable
    8. Don’t think about revenue after the design
    9. Cater to the whales
    10. Learn

    And to understand those, read the article.

  • A poignant tweet by RocketCat Games:

    Things that the game industry will never bother to touch (short list): Emergence, player agency, permadeath. It’s up to modders/small devs.

    Emergence – The development of solutions and strategies not originally designed by the creators of a game, using provided tools in novel ways. This can also include social mechanics (without in-game rules) that are supported by players; e.g. the notion of conduct or fair play. (Wikipedia)
    Player Agency: – “the feeling of empowerment that comes from being able to take actions in the [virtual] world whose effects relate to the player’s intention” and it “depend[s] on what’s going on in the interactor’s head, on what’s communicated between the technical system and the person, not only on technical facts like counting the number of system actions that are available at each moment.” [Quote: Micheal Mateas]
    Permadeath – a situation in which player characters (PCs) die permanently and are removed from the game as opposed to having the option of restoration. The implication of a consequence to actions resulting in permadeath can create new emergent gameplay. (Wikipedia)

Same Genre, Vastly Different Gameplay

ARMA II OA running Day Z mod. Left 4 Dead 2 There are similarities. Mostly non-military weapons (though they are accessible in both). The Zombies are fast. There’s a certain amount of scavenging and defence required. The differences are considerable. Left4Dead uses an episodic format whereas Day Z is a vast open world. The former … Continue reading “Same Genre, Vastly Different Gameplay”

ARMA II OA running Day Z mod.

Left 4 Dead 2

There are similarities.

  • Mostly non-military weapons (though they are accessible in both).
  • The Zombies are fast.
  • There’s a certain amount of scavenging and defence required.

The differences are considerable.

  • Left4Dead uses an episodic format whereas Day Z is a vast open world. The former has no persistence – even between episodes whereas the latter is always persistent (and the effects of death are much more profound)
  • In Left4Dead, a horde of zombies is an inconvenience easily distracted by a beeping pipe bomb. In Day Z, a single zombie can send panic into a group of survivors, leading them to accidentally (fatally) wound team members.
  • In Left4Dead, your avatar is almost superhuman; tireless, able to dismember zombies easily, and in some cases even able to leap from building to building without harm. Survivors are extremely resistant to accidental hits from team members automatic weapons. In Day Z, it’s the zombies who are tireless and strong. Even a single hit from a zombie can lead to death through blood loss. Even vaulting a fence is a challenge. And gunshots are usually final.
  • During a Left4Dead session, you are running from one safe-house to another along a predetermined path and in many cases, the only opposition are AI-controlled zombies and a few (4) “special” infected who, again, are like zombie superheroes. In contrast, Day Z has all players being survivors but there’s no assumed alliance and the ability to easily kill other players with a stray round creates uneasy alliances and paranoid loners.

While I doubt I have the time to play this game (though it enchants me), the idea of applying different gameplay to the same genre is exciting in itself. It challenges the assumptions we have about games development especially in a connected environment (the Internet, Game Center, cloud-games). What if you applied the same persistence principles to Angry Birds, Plants versus Zombies, Farmville, Mario?

Dead Hungry Diner released today!

Dead Hungry Diner was released today. It’s only £5.99! Buy! Related posts: FaceTime for Mac and the Mac App Store Dead Hungry Diner now available on IOS iPad 2 SSH client for iPhone released

Dead Hungry Diner was released today.

It’s only £5.99! Buy!

De-Makes

While surfing around, I spotted this. It’s a spoof of the Left 4 Dead game mechanic re-told in terms of Super Mario Brothers. The irony being that it helps you realise that the episodic content of Left 4 Dead is just Mario, regurgitated for your pleasure (and with zombies). which reminded me of… An 8 … Continue reading “De-Makes”

While surfing around, I spotted this. It’s a spoof of the Left 4 Dead game mechanic re-told in terms of Super Mario Brothers. The irony being that it helps you realise that the episodic content of Left 4 Dead is just Mario, regurgitated for your pleasure (and with zombies).

which reminded me of…

Little Big Planet, 8-bit
Little Big Planet, 8-bit
Mirrors Edge, 8 bit
Mirrors Edge, 8 bit

An 8 bit re-make of Little Big Planet. This is kinda what Minecraft already delivers (in pixelated 3D). But making it 2D could be a lot of fun as well. The joy, in terms of the player enjoyment, is not only the variety of backgrounds and scenarios but also the customisation of characters which would involve the player a lot more (because it’s theoretically easier to place pixels than to build 3D models). Games like Cordy or Paper Monsters deliver some of this but without the 2D charm.

You feel like you’re watching a Mario clone. The backgrounds are different but the object of the game is the same. Jump this, solve that and do it quickly before the time runs out.

So, if you had to make a 2D version of the rather brilliant Mirror’s Edge on iPad game, it would look like this. Not surprisingly similar to the iPad version, really, and miles better, IMO, than the First Person Shooter version that I have on PS3. The touch controls, especially, make this game a little bit special.

You can see more of this on 8-Bit Demakes..

What I’d like to do, probably this summer, with some of our university and college students, is have an 8-bit remake Game Jam. A couple of teams, a few great programmers, a selection of students and industry people and let’s make some 8-bit de-makes of classic (or just popular) games.

Giving Permission for Player Engagement

Paul Wedgewood, Splash Damage, talking about Player Engagement: “You’ll have seen this recently with games like Mass Effect 3 — we really think that the future of video game development and content marketing is going to rely on you being able to take a general idea for a universe and bring it to lots of … Continue reading “Giving Permission for Player Engagement”

Paul Wedgewood, Splash Damage, talking about Player Engagement:

“You’ll have seen this recently with games like Mass Effect 3 — we really think that the future of video game development and content marketing is going to rely on you being able to take a general idea for a universe and bring it to lots of different platforms so people can enjoy it in different ways and at different times,” he says.

“It’s frustrating to be obsessed with a fantastic free-to-play game on PC, and then not be able to do anything when you’re on your iPhone, or in a browser, and so on.”

This is why forums matter so much. My brother and I share an interest in video games though, in my opinion, he takes it to a level that I simply cannot. Joining clans, producing training videos…

There are lots of ways to make this easier for players to interact with your game (their friends, their clans, their loadouts) and the game world (the factions, the supply chains, the narrative) when not in front of the main console.

If your game is good, players will seek out ways to interact with it. The trick is to make it possible for them to easily create their own ways to interact. You can make it easy to record games, to produce screenshots, to post their own content within the game (like the Spray command in Valve games), the individual customisation of characters, creation of emergent virtual currencies (the ‘hats‘ thing). Let them love you.

Another Life (persistence in games)

Peter Molyneux at Eurogamer: What I love about cloud computing – and this hasn’t been explored yet – is that it allows for something that we as gamers haven’t had since the start of gaming, and that is persistence. We don’t have worlds or experiences that can continue and last for extended periods of time. … Continue reading “Another Life (persistence in games)”

Peter Molyneux at Eurogamer:

What I love about cloud computing – and this hasn’t been explored yet – is that it allows for something that we as gamers haven’t had since the start of gaming, and that is persistence. We don’t have worlds or experiences that can continue and last for extended periods of time. We need to get rid of saved games.

I think game designers are afraid of persistence. You have to figure out the consequences of persistence or figure out a way to fudge it. You have to explain what is going to persist, why and what happens when the game is a year old.

Look at Call of Duty. Are the wars persistent? What about the damage to buildings? And what about the dead? Eventually the bodies will start to smell. How you add persistence to an FPS will change the game. Who’s making the ammunition? We’ve bombed all the factories?

Look at Warcraft. Eventually you’ll have chopped down every tree and mined every mine. Eventually the Undead will likely take over by amassing huge shambling armies. Adding persistence means thinking about the long term consequences.

And what happens in persistent worlds with clues and traps? Do you come across the body of previous players? Or do you brave the terrors of the dungeons only to find the burial chamber contains only the burned out campfire of the guys who looted it before you?

But I don’t think Mr Molyneux is being particularly prophetic. Persistence is the Next Big Thing in games. The challenge will be in not making it awful.

Some companies will deal with it in terms of expansions. More new places to go. Others will use resets. Once a year, everything gets ‘reset’ after a fashion. Others still will place their game in a sandbox. New resources will be supply drops.

What I’m interested in is a game where the structures are built by people playing Sim City or Minecraft. They’re destroyed by people playing Call of Duty and Warcraft. Supplies are generated by people playing FarmVille and shops are staffed by people playing Dead Hungry Diner. Bystanders in the street are Sims, crossed with GTA.

They don’t have to be playing the same game. But what’s to stop a Sim shopkeeper (in real life, a lawyer from Seattle) playing out an interaction with a grizzled CoD veteran (in real life, a 35 year old video store clerk from Miami). The CoD player is playing his favourite FPS and from his point of view is trying to track down the whereabouts of a possible insurgent in the area. The Sim player is interacting via SMS messages and emotes on his mobile phone. He’s dialled up the realism so later that day, he’s interacting with a GTA mugger (in real life, a 17 year old college student on her summer holidays) and escaping with his life but not his wallet.

Isn’t that what Second Life should have been?

We’re on Seedups.com

Though, to date, we’ve had one inquiry. So rather than hide it all behind a wall, here’s what we’ve written. As my theory is that telling no-one was getting us nowhere, I’m now telling everyone. About Matt 1990-1994 BSc Hons Genetics 1994-1996 PgCert Computers and IT 1996 Joined Nortel 1996 Published first game: The 23rd … Continue reading “We’re on Seedups.com”

Though, to date, we’ve had one inquiry. So rather than hide it all behind a wall, here’s what we’ve written. As my theory is that telling no-one was getting us nowhere, I’m now telling everyone.

About Matt

1990-1994 BSc Hons Genetics
1994-1996 PgCert Computers and IT
1996 Joined Nortel
1996 Published first game: The 23rd Letter
1998 Published second game: SpaceNinjaCyberCrisis XDO
2001 Published third game: Zombi: the earth won’t hold the head
2003 Started own IT company, MacSys Ltd
2006 Started Infurious software
2008 Started developing Digital Circle in Northern Ireland
2011 Put together the team for Conquest Dynamics

Business Opportunity

We will need an initial £200,000 of funding to produce the first game and the development of the initial IP for the second and third. We are not aiming for the 69p market, but rather delivering some new ideas in social and multiplayer games which will drive payer recruitment and engagement.

Our initial game has a basic game design document but this also needs enhancement and we are keen to find additional advice as well as funding to assist in the delivery of this.

The opportunity in a global, networked marketplace is immense thoughwill only be realised through appropriate marketing, use of social media and development of a die-hard player community.

We aim to sell more than a million copies of each game each year and establish four important new properties over the next five years.

Product/Service

We will make games and sell them. A lot.

We have one developed idea and three further games on the slate and a dozen more in the distance.

Market Information

We are aiming for a market segment that is at the intersection of 11M subscribers to World of Warcraft and 65 million iPads.

We will be targeting a sector we know well. Gamers who have limited time, some money to spend and a desire to play games which have more depth than casual games. We’re targeting gamer dads.

Financial Information

To be decided. Come and talk to us.

We’re looking for a committed partner who will provide more than just funding. We’re in for a roller coaster; we have big plans so come and talk to us.

Intellectual Property Information

We will be developing new content-based intellectual peoperty based on original ideas and tell engaging stories.

Lo-Fi

In the vein of telling everyone* in an attempt to try and raise the funds for this game, here’s a lo-fi trailer that Aidan, my friend (and close collaborator in all things important to me), put together to help us visualise the story and content. This is a 3 MB M4V. What do you think? … Continue reading “Lo-Fi”

In the vein of telling everyone* in an attempt to try and raise the funds for this game, here’s a lo-fi trailer that Aidan, my friend (and close collaborator in all things important to me), put together to help us visualise the story and content. This is a 3 MB M4V.

What do you think?

*telling no-one wasn’t working very well.