Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Saturday, July 4, 2009

Kodu Game Lab Impressions

So, word on the street is that Best Buy is going to be selling PS3s with Metal Gear Solid 4 and Killzone 2 for $400 tomorrow, and I'm thinking mightily about buying them. But in the mean time I have been playing a little more of the 1vs100 beta, Europa Universalis II (one of my favorite games of all time) and an XBLA Community Game called Kodu Game Lab which is the topic of today's post.

Kodu Game Lab is basically a simplified gaming editor for the Xbox 360. It is available in the community games section of Xbox Live for $5, and to keep my thesis succinct, it generally kicks ass and is absolutely worth your $5.

I've fooled around with other game creators from time to time, authored a Warcraft III map and Starcraft map (and I once joined someone else's game who was hosting a game of my map, spike!), and of course do game design for a living, so I was pretty excited to try the game out.

The game creator is a little tough to work with, but it does a good job of easing you into all of the options by having you program AI, place objects and more in a few sample missions which resemble a bit of a campaign of sorts. After that, there are a few simple finished and unfinished games for players to play around with and mod, but the meat of this whole proposition is the ability to make your own game from scratch. The assets in the game are a bit limited (and by that I mean that there are only a few different objects that you can use for the main character or enemies) but that doesn't detract from the game too much.

So far, I've spent a bit of time modding one of the included Galaga-esque games to make it a little more exciting and challenging, but haven't come up with anything really interesting or creative. I should have more time to mess around with the game in the coming weeks though, so hopefully I will think of something exciting.

I really recommend that you give the game a try. There are very few games on the market which offer so much value for such little money. The included games are nothing really special, but they're probably worth the $5 if you don't have anything better to do. Still, if you would like to play around with a pretty simple level and game creator, Kodu Game Lab might just be an Xbox Live offering that fits the bill.

-Jon

Tuesday, June 2, 2009

Elegant Game Design

One of the terms we throw around in my office when referring to games is the term "elegant". Now none of us are really game design theorists in the traditional sense, and the word isn't really used much in game reviews, but it is a very fitting description of some games. One of the blogs that I follow is PlayThisThing!. One of the writers there is Greg Costikyan, who contributed a chapter on Europa Universalis (one of my favorite games) to a book entitled Well Played 1.0, edited by Drew Davidson. You can read the book online here, although I recommend you go out and buy a copy for yourself if you really liked it (I did).

One of the other chapters is written on the well-known Advance Wars series of games for Nintendo's mobile Gameboy and DS platforms. Advance Wars is one of the best examples of elegant game design I can think of, and seeing that the chapter on elegant game design in Well Played 1.0 was writted on this game was quite reassuring.

First, let me define my terms. To me, an elegant game or system is one in which there is a great deal of complexity which is slowly introduced to the player or is immediately very understandable. Basically, elegant game designs will almost always be fairly complex but very easy for the player to parse, or are at least structured in such a way that players learn how to use the system fairly easily and are never frustrated by it. Occasionally, I might call an overly complex but not that hard to understand system elegant, but that would be pretty rare. (This might be the case with my Final Fantasy Tactics nomination below.) These systems should also be fairly intuitive to the player, and to some extent, make sense in the real world, or at least in the game world.

Elegant game systems should also be the aspects of games that stand out to the player as being truly interesting and entertaining. By their very nature, they are the most polished aspects of the game.

Of course, the next thing that came to my mind was a mental list of other "elegant" games that I have played over the past few years. I spent most of last week thinking about it, and came up with a pretty good list. I'm actually thinking about taking some of the ideas I've been tossing around and throwing them into a white paper, which would probably help to distill my thoughts even more, but in the mean time I can use this post as a bit of a rough draft. I also did some thinking on some of the mechanics that might fall into the category, so those are also on the list.

Generating the list was surprisingly difficult. It was also a little more eclectic than I imagined. My list of elegant games/game systems, in no particular order:

Advance Wars
Civilization: Revolutions
Braid
Portal
Soul Calibur (I've heard that Street Fighter IV should go here but haven't played it)
Vegas Showdown
Sim City 2000
Item System in Diablo II
Ability/Job System in Final Fantasy Tactics
Final Fantasy VII's Materia Systems
Gem System in the Free Realms TCG (No, really, I'm dead serious)
Mana in Magic: the Gathering
World of Warcraft's Talent System

I'm sure I missed a ton of stuff. Please flame me in the forums.

-Jon

Tuesday, May 19, 2009

Golden Joystick GotY Awards

Well, I started taking my blog seriously a little too late to post during most of the GotY awards earlier this year for 2008, but I can use the Golden Joystick GotY awards as a proxy for those, I suppose. The awards are supposed to be awarded to outstanding games released between May 22, 2008 and May 22, 2009. I say "supposed to" because some of the chronology in here is a little messed up, and some of the games that shouldn't be on the ballot are. Some games that should definitely be in more categories, like Braid, also are suspiciously absent from some categories.

Anyways, I'll go through my ballot (pictured at right) and talk about my decision. I know, in fact, I hope, that some of you vehemently disagree with my position. It is, after all, inevitable, but also fosters creative and enlightening debate. With that said, on to the awards!

Family Game of the Year - Free Realms: This one was one of my easier decisions. While World of Goo was certainly a tempting pick, I couldn't get past how different a game like Free Realms is from the average MMO, and how much potential it has to change our perceptions of MMO games. From beginning to end, it is designed to be a safe and fun place for the entire family. Players of all ages can get into the game, and it is simply a phenomenal game.

Handheld Game of the Year - Grand Theft Auto Chinatown Wars: I didn't get to play many of the games that were up for this award. While I liked Pokemon Platinum and Chrono Trigger, neither of these titles really added substantially to gaming. Rhythm Heaven was probably an excellent alternate choice, but I didn't have a chance to play the game. However, GTA Chinatown Wars re-examined the original GTA games and reworked them to be much more entertaining, intuitive and exciting. I really enjoyed the time that I spent playing this game.

Mobile Game of the Year - Bejeweled 2: This was definitely the category that I am least familiar with, but Bejeweled has really taken hold in casual gaming and my bosses (for whatever reason) really love it. I am not as big of a fan, but I certainly cannot deny how popular this game is. I didn't feel bad voting for it because there was nothing else that really stood out to me.

Multiplayer Game of the Year - Left 4 Dead: This decision, for me, was a complete layup. No game has defined multiplayer gaming so much this year as Left 4 Dead. A year ago, I would have told you that competitive multiplayer, much as I might not like it, was the preferred choice for the vast majority of gamers. L4D was perhaps the single most important game in the shift towards co-operative play that has occurred in the last year, and has completely changed the way that at least I view multiplayer gaming. While I can't say that most players now prefer co-op play, we've definitely at least moved in that direction. The game is also an absolute blast to play, which always helps for these sorts of things.

Nintendo Game of the Year - Okami: Again, another category that I am unfamiliar with, but this is one where I felt Okami was simply the best option. The second best option on the ballot, if it had been there, would have been Mario Kart Wii, but despite coming out a week or so after Okami, it wasn't. Decision made. Sorry Mario. Awkwardly enough, neither should have been on the ballot. The other game I was thinking of, Wii Fit is MIA. It has certainly sold well enough to be here, and unlike Okami or SMK Wii, released during the correct timeframe. Does GJ really think it isn't a game?

The One to Watch - Diablo III: I'm sure Diablo III in this spot will be one of my more controversial picks, but I am definitely an ARPG kind of guy, and really enjoyed Diablo II and D2X. More than that, the game looks and seems to play great. It is definitely the game that I am most looking forward to, though some upcoming MMO's like Global Agenda, the new Star Wars MMO, and other games are certainly outstanding nominees.

Online/PC Game of the Year - World of Warcraft: Wrath of the Lich King: I picked the World of Warcraft Expansion in this slot due to both its popularity and the quality of the game as delivered. WoW, to me, is clearly the best MMORPG out there, and is certainly deserving of the online award. For the PC, the biggest contenders in my book were WoW, Braid, Fallout 3, L4D, and perhaps Warhammer 40K DoW II and Empire: Total War (they probably aren't, but I am a big fan of both games). WoW was simply a quintessentially PC game that continues to define gaming and online play with every release.

Playstation Game of the Year - Metal Gear Solid 4 Sons of the Patriots: Another category I wish I was more familiar with, but MGS4 seems to be a hot pick for GotY overall and certainly looked outstanding to me. I wish I owned a Playstation, but don't, and this was the only release this year that really made me want to buy one. Positive word of mouth was probably the biggest reason for this selection.

Publisher of the Year - Rockstar Games: This decision was easy because this studio was responsible for not one but two award-winning games this year. Although I found the car controls and framerate issues in GTA IV annoying enough that I didn't really want to give it any general GotY awards, I certainly don't feel justified in denying this award to the fine folks at Rockstar Games.

Retailer of the Year - Valve (Steam): No single retail outlet has had as dramatic an impact on game sales this year as Valve's Steam Client. Steam has brought games back from the dead, spurred game sales, and become a one-stop-shop for all varieties of PC games. In addition some games only work through Steam, making it tough to discount this platform as the most important game deployment and distribution platform since Xbox Live and Apple's online store.

Soundtrack of the Year - Braid & Burnout Paradise: This is not something I'm really concerned with, but Burnout Paradise has a fantastic soundtrack. My first choice for this award was Braid (and I did write in to GJ over it), but I certainly don't feel bad about picking Burnout Paradise here either.

UK Developer of the Year - Criterion: The quickest connections that I made here were Rockstar North to GTA IV and Criterion to Burnout Paradise. There was no Lionhead Studios (Fable II) option. Given that restriction, I simply feel that Burnout Paradise was the better game for me. Although GTA IV certainly has an immersive and well-developed world from beginning to end, great foot controls, and an outstanding story and cast of characters, framerate issues and awkward car handling (am I faulting a game for being too realistic? Yes.) really detracted from my enjoyment of the game. While the storyline and shooting controls were good enough to get me to finish the game (this is a huge compliment, I almost never finish games unless I really enjoy them), I really wished that the car controls and graphics were a little bit more appealing to me. While Burnout Paradise was a huge step forward from Burnout Revenge, I couldn't say the same about the transition from San Andreas (one of the best games I have ever played) to Grand Theft Auto IV. Needless to say, I have a great deal of respect for both of these studios.

The Ultimate Game of the Year - Left 4 Dead: This decision was really tough. I feel like if I had played MGS4 I might have a different pick here. To me, it came down to Left 4 Dead, WotLK, Braid (which wasn't an option, sadly), Burnout Paradise, and Warhammer 40K DoW II (again, a personal favorite that probably shouldn't win). Of these, I simply felt that L4D was the most complete and revolutionary gaming experience here. It was certainly a tough decision.

Xbox Game of the Year (why is this here and not with all of the other system awards?) - Braid: Sorry Call of Duty fans, Braid was simply the best 10 hours of game that I played all year. While it was tough to pick Braid as an overall Game of the Year since it was so short, I certainly didn't feel bad about picking it in a more narrow category.

Whew! That was a long one!

-Jon

Monday, May 11, 2009

Twilight Imperium Impressions

News has been a little slow lately, which has been unfortunate because although I've wanted to write up a few more entries, I haven't been seeing interesting enough content worth discussing as of late. I've spent the last week or so playing Left 4 Dead, which I finally spent enough time playing to really get into. I've also been replaying the campaign for Dawn of War II, a game that appeals to me personally and I think has been underrated by the gaming public.

This weekend, I spent the week up at a friend's house near Albany NY. We saw the Star Trek movie in IMAX (which was insane by the way, go and see it now) and geeked out on board games.

We played one game of Power Grid, Puerto Rico and Twilight Imperium 3rd edition each, and several games of Colossal Arena (which is a great game for casual gamers and also great when you only have three or four people. I don't recommend playing it with more than four).

Power Grid and Puerto Rico are two games that we have played before and have really enjoyed. Power Grid in particular is a fantastic game, though our first few game experiences were significantly hampered by one of the worst rulebook layouts I have ever seen.

Twilight Imperium, though is the topic of the post. Twilight is one of those games that tries to be the "game of the ages" and attempts to bite off more than it can chew. The game costs about $80, and the rulebook for this game is intense. The basic jist of the game is that you control a space faring empire that is trying to take over the galaxy. The gameboard is built during each game and can be balanced or very one sided. There is battle, trade, sabotage, exploration, technology, alliances and mission systems which must all be understood by each player, and a lot of book-keeping to go along with the game's relatively slow pace.

It took us about two hours of explaining the rules to the new players (only three of the players knew how to play the game) before we finally felt comfortable starting the game up. We had taken some time beforehand to make sure that all player's starting stacks were somewhat balanced (so one person didn't have too much production, influence, etc). We were also playing with all of the errata for the game (yes, there is a lot of errata in this game), including a custom change for the Imperial action to make it require players to control Mecatol Rex in order to get the 2 Victory Points.

Still, after all that errata, it really wasn't a good play experience. The game becomes bogged down with several of its elements, and many mechanics seem to reward sitting back and hoping that the other players take each other out with you moving in for the kill. We quit about 5 turns into the game simply because noone wanted to make an aggressive move until we got bored enough and had played nearly all of our units.

The biggest problem with the game for me was simply that I got caught between the two "best" players at the table in my estimation. I had a pretty defensive race, which I didn't realize when I picked it but was made abundantly clear as the game went on. At one point I wanted to move on the player to my left, but the best that I could do was attack one of the worlds adjacent to his homeworld, beat up his small fleet there, and get counterattacked by his fleet at the adjacent sector after he had built at his homeworld in the interim.

The whole experience made me realize one thing about game design: design games that encourage people to take risks and PLAY THE GAME. By the time we stopped, no-one could tell who was in a strong position simply because it was so difficult to identify all of the ships in one space, so even evaluating attacks required us to broadcast our intentions to the rest of the group.

I think TI might have worked better in another group that was more risk-taking and perhaps had a better grasp of the rules. Still, it is sometimes fair to judge a game on the merit of a single playthrough, and although I will probably end up trying TI again at some point, I can certainly say that the game would be better off if it was a bit easier to understand and encouraged players to take risks.

-Jon