[*NEW*: Check out The Dobbs Challenge - you can download the free games and source code for Windows and Windows Mobile, and mod them to win up to $10,000.]

Friday, May 9, 2008

GameSetNetwork: Best Of The Week

- Time to round up some of the top posts on big sister site Gamasutra (with a smattering of others from sites we run such as Game Career Guide), and there's actually some interesting stuff hanging out today - headed by Chris Dahlen's interview with Jordan Weisman.

Weisman is probably one of the people slightly adjacent to the game industry who has had the most influence on it, thanks to his pen&paper RPG history (ahem, Shadowrun) and his pioneering of ARGs, so it was excellent to get his views down.

Elsewhere, there's a neat Jenova Chen piece, Ian Bogost on how games can be tactile, a cute Intellivision history, and a host of other smaller pieces.

Anyhow, feel free to peruse at your leisure:

Interview: Jordan Weisman
"Weisman's legendary resume spans FASA (Battletech), 42 Entertainment (I Love Bees) and now Smith & Tinker (game rights to Crimson Skies and Shadowrun) - Gamasutra presents a rare interview with him on design and inspiration." [NOTE: the Gamasutra news story highlighting one particular part of this feature is 'Weisman: Practice 'Planned Parenthood' With Your Game Franchises', an interesting concept!]

A History of Gaming Platforms: Mattel Intellivision
"Following up on their profiles of the Commodore 64, Vectrex, Apple II, and Atari 2600, game historians Loguidice and Barton examine the lifespan of Mattel's cult '80s console the Intellivision, from Astrosmash to AD&D and beyond."

Microsoft's Unangst: 'PC Will Always Be At The Center Of Innovation'
"What's the state of the Games For Windows initiative in 2008? Gamasutra talks to Microsoft's senior GFW director Kevin Unangst about the reception to the program, the PC Gaming Alliance, Games For Windows Live's versus Valve's Steam Community, and why PCs aren't (or shouldn't) end up too much like consoles."

Persuasive Games: Texture
"Author/designer Ian Bogost (Fatworld) looks at 'texture' in games - the art of connecting the virtual to the real via rumble and physical simulation, from Hard Drivin' to Rez and beyond."

GFH: Neils Clark On Moving Beyond 'Game Addiction'
"Following his recent Gamasutra feature on the subject, writer and researcher Neils Clark spoke at the ongoing 2008 Games for Health conference on game addiction -- from KoToR to World Of Warcraft and beyond."

Carry Small, Game Large: Big Shared Screen Multiplayer Gaming
"This technical article presents an intriguing 'shared gaming' concept, using a Java/Flash framework to allow mobile Internet devices to control a big-screen game with participants in the same location - details, source code within."

Finding A New Way: Jenova Chen And Thatgamecompany
"In this in-depth interview, thatgamecompany co-founder and fl0w designer Jenova Chen discusses his philosophy of abstract game design - and why making traditional games is "too easy" to dwell on."

Interview: Gameforge Talks Rise Of Web-Based MMO
"German game developer Gameforge has created the buzzed-about Civilization-like title Ikiriam to run solely in a web browser, and is now expanding operations to North America - we talk to the firm's Lars Koschin about the surprising rise of the browser-based MMO."

Results from James Portnow's Game Design Challenge: Mini Racing Games (GameCareerGuide)
"Design on paper mini games for a car racing game -- that was essentially your game design challenge, though what made it truly challenging were all the additional restrictions. Three fabulous submissions are featured here, along with three honorable mentions. Read on to find out what made the winning ideas stand out to James Portnow, a professional game designer."

Game Developer May Issue Showcases Rock Band, Engine Showdown

- The May 2008 issue of Game Developer magazine, GameSetWatch's big sister print publication, and the leading U.S. trade publication for the video game industry, has shipped to subscribers and is available from the Game Developer Digital service in both subscription and single-issue formats, as well as a single physical issue.

The cover feature for the issue is a postmortem of Harmonix's signature new music game franchise Rock Band, penned by lead designer Rob Kay and offering much insight into the title's development. As is explained in its description:

"Witness Harmonix's transformation from a game developer to a peripheral manufacture hybrid, as the company undertakes its most ambitious game to date—one which comes close to fulfilling the studio's ultimate vision. From controller management to over-stretched leads, this postmortem chronicles the trials and tribulations of this innovative game."

Another major feature in the new issue is 'Engines of Creation,' in which Jon Jordan takes a comprehensive look at an increasingly crucial part of game development, from Epic to Crytek and beyond:

"Third-party licensed game engines are increasingly used in the development of high-profile titles. But which is right for you? Here, we lay the major entries' features side-by-side."

In another signature feature, Paul Hyman describes the ins and outs of the current state of hiring in the rapidly shifting sands of the games industry, explaining:

"The job market is hot right now, especially for developers with experience. This state of the industry report aims to discern what companies are really looking for."

In addition, new design columnist BioWare Austin's Damion Schubert reflects on his trade in 'Design Of The Times: Idea Synthesis,' described as "...ruminations on collaborative design and humility as ways to get ahead as a game designer." Finally, in a new interview, Bungie artist Mike Zak discusses designing art for curious players, Halo's unique look, and Bungie's newfound independence.

As always, the issue also contains the customary in-depth news, code, art, audio, and design columns from Game Developer's veteran correspondents, plus product reviews and editorial columns.

Worldwide paper-based subscriptions to Game Developer magazine are currently available at the official magazine website, and the Game Developer Digital version of the issue is also now available, with the site offering six months' and a year's subscriptions, alongside access to back issues and PDF downloads of all issues, all for a reduced price. There is now also an opportunity to buy the digital version of May 2008's magazine as a single issue.

Interview: Planet Moon's Loeb Talks Original IP, Skeletons Eating Onions

- [This Mathew Kumar-penned interview ran on Gama yesterday, but is worth a reprint here on GSW cos, really, Planet Moon are one of the more intriguing small console developers around - heck, Aaron Loeb even writes plays about game violence - and they have a canny worldview on how to (try to) do things different.]

Developer of the just-released Battle of the Bands for Wii, published by THQ, Planet Moon - founded in 1997 by some of the ex-Shiny veterans who helped created MDK, is one of the more quirkily interesting Bay Area game creators.

In particular, a history of offbeat humor has permeated original IP Planet Moon action titles such as Giants: Citizen Kabuto and Armed And Dangerous.

More recently, the company has worked on titles including Infected and After Burner Black Falcon for PSP - as well as Smarty Pants for Electronic Arts and Battle Of The Bands for THQ - both on the Wii.

In this in-depth interview, Gamasutra talks to Chief Operating Officer Aaron Loeb about Planet Moon's recent titles, and the place it sees for original IP in the industry, which includes a call for an obvious distinction between "blockbuster" games and "art house" games.

You're working on Wii now, having moved away from PSP -- is it the platform you see as being good for original IP?

Aaron Loeb: We will work on any platform where we can explore fun, new ideas. We are currently developing for other platforms in addition to the Wii, but nothing has been announced.

As a company, we’re focusing on a portfolio approach recently. We have a really big game in development (unannounced), medium games (like Battle of the Bands) that takes 16-18 months, and smaller games (like Smarty Pants).

It’s working well for us, as we learn and change our procedures based on lessons from the different game projects. For instance, our company has moved to the SCRUM project management system based on experiments done with it by the After Burner team (a PSP game we made with Sega).

Having multiple teams on multiple platforms enables us to improve or processes, our working conditions, and our games.

Continue reading "Interview: Planet Moon's Loeb Talks Original IP, Skeletons Eating Onions" »

GameSetLinks: The Revolution Will Be Civilized

- Yes, in almost-weekend land there's still time for a brace of GameSetLinks, headed by Keith Boesky taking the Boom Blox co-creator to task for some game condemnation that might (or might not) be a little hypocritical.

Further down the list - some more fun promotion of Civilization Revolution, as well as academics GONE WILD and Jenova Chen's cloud-strewn IMs - all fun stuff.

To cite Prince, let's go crazy:

A Tree Falling in the Forest: C'mon Mr. Spielberg: You Gotta Be Kidding Edition
'With regard to [Jaws], his son is exhibiting the very behavior Mr. Spielberg fears from games.'

RPS Vs. Russians: The Stalin Vs. Martians Interview | Rock, Paper, Shotgun
'Alexander: Putin personally throws funny Russian people into jail. That’s why Russians are mostly dull and their take on computer games is 100% serious like they’re creating a nuclear bomb or something.'

osu! - official homepage
Free PC rhythm game '...based on the gameplay of the popular Nintendo DS series Osu! Tatakae! Ouendan! and its overseas counterpart Elite Beat Agents.' With lots of fanmade levels using odd tunes, yay. Via IC!

JENOVA'S BLOG:Chat notes about Video Game, Art and Digital Medium
Some interesting IM scribblings from the Thatgamecompany co-founder.

Play Chronotron, a free online game on Kongregate
Interesting, some Braid-like time travel/storage elements in this Flash puzzle game - via Mzenke.

The Escapist : Quibus Lusoribus Bono? Who is Game Studies Good For?
Heh, taking Douglas Wilson's GameSetWatch article as a starting-point to rag on academikwak a bit.

Ian Bogost - A Response to Roger Travis
Mr. Bogost responds to the above academic-baiting Escapist article - which I agree does seem a little scattershot.

Shirt.Woot : 2K Games and Woot Team Up For Civilization Revolution Derby, Opening May 9
Awesome idea, thumbs up, 2K - that and the Shepard Fairey poster (pictured) are top marketing bonzo.

MTV Multiplayer » ‘Tetris’ License Holders Want You To Win One Million Dollars Playing Competitive ‘Tetris’
Tetris company co-founder Henk Rogers giving away the brim of his money hat, heehee.

insertcredit.com: 'News: Food in press releases'
ION Conference has great clam chowder, heh.

Thursday, May 8, 2008

Opinion: What Super Mario Galaxy's Rosalina Shows Us About Storytelling

Rosalina1.jpg [In this opinion piece, game researcher and designer Douglas Wilson looks at why "the most surprising gaming moment of 2007" didn't involve game mechanics, plot twists, or sales figures, but rather a Mario Galaxy storybook tale told by a princess.]

EDITOR'S NOTE: Story spoilers contained for those who have not yet completed Super Mario Galaxy via the secret ending.

For me, the most surprising gaming moment of 2007 did not involve a new game mechanic, unexpected sales figures, a major plot twist, or even a maniacal talkative artificial intelligence.

The biggest shocker was a simple storybook tale told by a princess named Rosalina.

See, Super Mario Galaxy deceptively begins like most other Mario games. The hopelessly helpless Princess Peach is once again kidnapped by Bowser, and it is up to Mario (of course) to save her and restore peace and order to the Mushroom Kingdom.

For us serious Mario devotees, this hackneyed opening presents little problem. After all, Mario games aren’t about the “story.” Indeed, an elaborate back story might even detract from the more open-ended 3D platformer experience, right?

At least, that’s what I used to think.

Mario Tackles Tragedy

In Super Mario Galaxy, Mario ends up adrift in space, only to be rescued by the enigmatic Princess Rosalina and her comet spaceship. Joining forces with Rosalina in the fight against Bowser, we are tasked with collecting enough Power Stars to restore full power to her spaceship.

Early on in this quest, we unlock the Library, inside which we can join a gaggle of Lumas to hear Rosalina read a chapter from her colorfully illustrated storybook (presented in the same style as the game intro). Throughout the game, we gradually unlock additional chapters, one by one

Continue reading "Opinion: What Super Mario Galaxy's Rosalina Shows Us About Storytelling" »

Column: Why We Play - 'All The World's A Sandbox'

how-to-make-toys-10.jpg [“Why We Play” is a weekly column by NYC freelance writer Chris Plante that discusses how video games benefit us when we are away from them, in the real world, and what brings us back. This time he finds peace in the sandbox.]

If there’s one thing I’ve learned, it’s we must obey the rules of the game. We can pick the game, Niko Bellic, but we cannot change the rules.
-Dimitri Rascalov, GTA IV

With college out of the way and my job search begun, I’ve had a fair amount of time to play GTA IV, and, strangely, return to Crackdown. The more time I spend in Liberty City, the more I miss the opportunity to scale buildings in a single bound. It’s not that I don’t love GTA IV’s narrative, or even that I feel it would be bettered by Crackdown’s superhero’s agilities, rather they are like beer to chips, wine to cheese, or coffee to bagels—they perfectly complement one another.

What I enjoy about these particular games, especially Crackdown, is their willingness to give the player complete freedom to the open world. But what, if anything, does this freedom cost the game’s narrative? And why do I find this freedom, unique to the sandbox genre, so damn appealing?

Applying My Diploma

To dig in, let’s take a brief pit stop in narrative theory. From Aristotle to Arthur Miller, a well-structured narrative should always progress by continually re-applying what the audience learns from previous scenes. Like in a detective story, each scene must act as a clue, a small semblance to a cohesive whole.

At the narrative’s climax, the audience should be able to step-away and feel they have all the pieces before them, but that they alone can’t perfectly put them together; yet, when the pieces congeal, when the climax occurs, the story must also feel inevitable, that these pieces were carefully crafted to fall into their particular places. As Hedda must shoot herself, as Major Kong must ride the bomb, as Brody must give the stink palm—the narrative (or fate) has led them to these decisions.

Generally, games obey this cause-effect method tooth-and-nail. Your completion of each level rewards you the next level, the next puzzle piece, more difficult than the last. On a micro-level, the game gradually increases its difficulty by adding and layering mechanics. The designers carefully pace your introduction to skill-sets, weapons, or abilities to complete the game.

While I won’t explore this concept in non-narrative games, they obey similar rules. Tetris increases speed and pieces. Guitar Hero adds another fret.

Continue reading "Column: Why We Play - 'All The World's A Sandbox'" »

GameSetLinks: Endless Forests Of Procedural Generation

- Back with a few mote GameSetLinks - starting out with the fact that The Endless Forest community site is now up - neat for fans of wandering around wordless idyllic pastures gesturing at each other and explaining how your stag is "...much too shy to introduce himself to large groups." Inexplicably cool microniche stuff.

Also in this set of links - the new TIGSource procedural generation indie competition, plus RPS at GameCamp and Noitu Love 2 reviewed at The Onion AV Club by GSW's Chris Dahlen, yay.

Onward to insanity:

Tale of Tales - Press Release: Tale of Tales open The Endless Forest Community Website - GamersHell.com
More neat stuff from those Low Countries-bound art-game crazies.

Gleemax Games (Alpha)
The IGF Platinum sponsors this year launching their game portal, with online versions of some fun board games (RoboRally!)

The Independent Gaming Source: Procedural Generation indie game competition
Awesome idea, algorithmically generated indie games FTW!

Curmudgeon Gamer: Giving It Away (or: Why the State of North Carolina now owns a lot more videogames)
Matt Matthews: 'My alma mater, NCSU, has a videogame collection. What they have covers newer systems and mostly popular games. So when they sent out requests for more games recently, I responded.'

Dobbs Code Talk - Hackerteen: Internet Blackout, Volume 1 Review
I see some mentions of this O'Reilly young teen comic (!) demonizing video games a bit, presumably in favor of... hacking? Wacky, has anyone read?

Digital Eel: 'Goblin Slayer'
A freely downloadable digital board game from the Strange Adventures in Infinite Space folks.

Rifftrac: 'I, Tube: PORTAL Edition.'
Mystery Science Theater's Brain Guy links GameSetWatch. My day is made!

The Guardian GameCamp | Rock, Paper, Shotgun
This sounds like it went really well - more unconferences for games, plz.

More Indie AV Club: Noitu Love 2 « Save the Robot - Chris Dahlen
GSW columnist and Onion AV Club reviewer Dahlen has been waving the indie game flag over there, yay.

GamesOnDeck.com - Nom 3 : An Advanced Mobile Game Created with LOVE
Ah, update to the previous Bong Koo Shin interview we ran last year - I forgot we have the Nom 3 postmortem on Games On Deck!

Wednesday, May 7, 2008

Opinion: PlayStation Network & Downloadable Games - The Good, The Bad, And The Ugly

- [In this in-depth opinion piece we printed on Gamasutra yesterday, I take a look at Sony's PlayStation Network for the PS3 - and the surprising positive and negatives of how it works for independent and third-party downloadable games.]

Digital game downloads for consoles are in a fascinating position right now. We've previously discussed the state of console downloadable games - as well as a more detailed discussion of royalty rates for Xbox Live Arcade. But the state of PlayStation Network for indie games is significantly less-discussed - actually, for some potentially interesting reasons.

A starting point would be this interview with Sony's Scott Steinberg conducted at GDC, discussing Microsoft's announcement of Xbox Live Community Games. Steinberg's response to that:

"I thought it was interesting in the sense that what they were talking about we've sort of been doing for the last couple of years with PSN and giving smaller, start-up, entrepreneurial developers the chance to get in and make their games available on the PSN."

Well, yes and no. The biggest issue here - and what I find somewhat disingenuous of Sony - is that Microsoft is trying hard and genuinely to open up its platform to everyone (though they do have significant XBLA-related royalty issue and game complexity/submission headaches to work through).

And Sony is trashing them on the basis of PSN - which is actually somewhat of a closed platform right now, save some inspired and to-be-lauded cherrypicking.

Continue reading "Opinion: PlayStation Network & Downloadable Games - The Good, The Bad, And The Ugly" »

COLUMN: 'Save the Robot': Spinning the Radio Dial

nl2_splash.png [Save the Robot is a biweekly column from Chris Dahlen crafted specially for GameSetWatch, dealing with gaming as pop culture and cult media. This time, he examines the 'everything but the kitchen sink' attitude to visual/conceptual design in games and other media.]

Just a few minutes into PC indie title Noitu Love 2: Devolution, I knew what it was. I knew by the way I'd travelled from high-tech alien shoot-downs to a 19th century music hall and gothic clock towers, and the next minute, to a Japanese mish-mash of blossoming trees and samurai bots. Later settings - a western train chase, a deadly TV set - confirmed what I'd already deduced: Noitu Love 2 was a stylistic pastiche, a conceptual collage, and in other words, a mess. And I knew I was in love.

I’ve been calling Noitu Love 2 my Jets 'N' Guns GOLD of 2008 - referring to another PC indie game with a dysfunctional attention span, another kettle into which some hackers had thrown everything they could on the basis of one principle: "It would be so awesome if ... ."

Zombies, metalheads, mice, pirates, cows, and homicidal beer: it all had a place in Jets 'N' Guns GOLD, making it not just a shoot-em-up action game but - speaking purely of style - the kind of thing you'd otherwise get if you threw your ten pulpiest comics in a shredder and, following your best instincts, taped the strips together. It's not random, but it has a fantastically random energy.

This approach to gamemaking - to throw everything plus the kitchen sink into the visual design - is not new.

Continue reading "COLUMN: 'Save the Robot': Spinning the Radio Dial" »



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