Game Types

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Get Lamp

Posted by: the_handy_vandal

“Digital historian Jason Scott has an eclectic portfolio. At Textfiles.com, he collects files and related materials from the era of dial-up bulletin-board systems. That work led him to create BBS: The Documentary, an eight-episode miniseries about the early history of online culture. His second documentary, Get LampGet Lampexamines text adventure games through interviews with developers, designers and players.”

– Computerworld

From an interview with Jason Scott:

Computerworld: Text adventures are no longer a financially viable form of entertainment. What caused them to fade into history?

Jason Scott: The idea of exploring a world, trying to figure out the meaning of that world, pull out answers from it and solve a quest was readily taken over by graphic adventures. These companies didn’t ask how they could improve text adventures, so they lost money and got bought out.

Computerworld

Via BoingBoing.

I played text adventures, back in the day … I have fond memories of Zork.

 

Risk in MMO Design

Posted by: the_handy_vandal

Wolfshead recently published a thoughtful and extensive essay Risk: Mountain Rouletteabout risk, skill, and related topics in game design. Here’s an excerpt:

For risk to be leveraged effectively as an element of game design, there has to be some way for the player to mitigate that risk or risk becomes an arbitrary punishment. The way to do this is to ensure that your game requires skill on the part of your players. Without the requirement for skill all you have left is a game of chance where luck or a random number generator determines the outcome — not the abilities and choices of the player.

The art of game design is knowing how to calibrate the perfect balance between risk and reward to create adequate challenges that entice players to improve their skills.

Wolfshead @ Wolfshead Online

Brian Green adds this insightful comment:

I think Richard Bartle said it best in that this issue is like the eternal struggle to get children to eat vegetables instead of candy. There are things that are good in the short term (candy, easy gameplay) and things that are good in the long term (vegetables, a sense of wonder). As adults, we understand that it’s important to eat vegetables to maintain our health, but kids would eat candy until it nearly killed them if they could.

The struggle is to convince players that they should seek out things that are good in the long term. However, this is about as easy as convincing kids that eating vegetables is the best option. The worst option, as Bartle quipped, is to try to serve candy-coated vegetables.

Consider children playing peek-a-boo: we want to be scared (but not too scared!), and then reassured that everything is okay.

 

Cigarette Black Markets in Prisons

An idea that is begging — begging! — to be made into a game:

Smoke ‘Em If You Got ‘Em: Cigarette Black Markets In U.S. Prisons And Jails
Smoke 'Em If You Got 'Em: Cigarette Black Markets In U.S. Prisons And Jails

Abstract
Since the mid-1980s, cigarette-smoking policies have become increasingly restrictive in jails and prisons across the United States. Cigarette black markets of various form and scale often emerge in jails and prisons where tobacco is prohibited or banned. Case studies of 16 jails and prisons were undertaken to understand the effects of cigarette bans versus restrictions on inmate culture and prison economies. This study describes how bans can transform largely benign cigarette “gray markets,” where cigarettes are used as a currency, into more problematic black markets, where cigarettes are a highly priced commodity. Analysis points to several structural factors that affected the development of cigarette black markets in the visited facilities: the architectural design, inmate movement inside and outside, officer involvement in smuggling cigarettes to inmates, and officer vigilance in enforcing the smoking policy. Although these factors affect the influx of other types of contraband into correctional facilities, such as illegal drugs, this study argues that the demand and availability of cigarettes creates a unique kind of black market.

Stephen E. Lankenau


Lemonade StandRather like the old Lemonade Stand:

  • A simplified economic model using a familiar and popular product (lemonade, cigarettes)
  • In a familiar iconic setting (residential neighborhood, federal penitentiary)



Update: consider these lyrics from The Big Rock Candy Mountain

Oh the buzzin’ of the bees
In the cigarette trees
Near the soda water fountain
At the lemonade springs
Where the bluebird sings
On the big rock candy mountain

Cigarette trees? Lemonade springs? Many a Hobo has spent many a night in jail. What exactly is the Hobo’s Anthem trying to tell us about the relationship between prisons and cigarettes and lemonade?

 

TLBB Boss Illustrator Interview

Posted by: the_handy_vandal

“Generally speaking, there are three types of bosses that appear in games, the cute-type, abominable-type and fantasy-type.”
– Ying Shi

Multiplayer Online Games Directory recently published an interview with Ying Shi, an illustrator working for ChangYou on such projects as Tian Long Ba Bu (”The most powerful martial arts experience of your MMO life.”)

Tian Long Ba Bu

MPOGD: How many concepts do you go through to get to the right one when developing the characters?

YS: We can use our own ideas to create an image, but if we want the person or player to like what they see, then we need to take some time to think about what it is we want to design. Generally speaking, there are three types of bosses that appear in games, the cute-type, abominable-type and fantasy-type. These are factors to think about when designing and, at the same time, we need to consider the story of the boss life, where does he/she come from, whats the background, the reason the boss is an enemy and how/why they became the way they are.

MPOGD: TLBB is widely known for its authenticity to the book (Tian Long Ba Bu). What key ideas and features did you take from the book in order to create what we see today?

YS: Its important to bear in mind that the game has a genuine ancient Chinese martial arts feel to it and so highlighted areas such as the 9 nine different classes, the cities, the skills etc. are very influential. Weve tried to maintain a genuine feel to the book also, hence why the NPCs are named after characters in the original work of Louis Cha.

- Multiplayer Online Games Directory

For more about the classes:
http://tlbb.eu.changyou.com/gameguide/Classes.shtml

 

Deus Ex meets Icarus

Posted by: the_handy_vandal

Deus Ex 3: Human Revolution - Icarus

“I wanted to find a fable or myth that worked with the main theme of Human Revolution. [I was] researching Greek mythology and the story of Icarus, and I said to myself, ‘Man, this is it. This is transhumanism.’”

– Jonathan Jacques-Belletete, art director of Deus Ex 3: Human Revolution

Via Gamepro.


See also Salome: Fatale.
 

Guild Wars 2 Design Manifesto

Posted by: the_handy_vandal

ArenaNet recently posted a design manifesto for Guild Wars 2, their massive multiplayer online role playing game.

Here’s an excerpt concerning a subject near and dear to my heart: the social dynamics of gaming …

MMOs are social games. So why do they sometimes seem to work so hard to punish you for playing with other players? If I’m out hunting and another player walks by, shouldn’t I welcome his help, rather than worrying that he’s going to steal my kills or consume all the mobs I wanted to kill? Or if I want to play with someone, shouldn’t we naturally have the same goals and objectives, rather than discovering that we’re in the same area but working on a different set of quests?
Guild Wars 2
We think of GW2 as the first MMO that actually has a cooperative PvE experience. When I’m out hunting and suddenly there’s a huge explosion over the next hill — the ground is shaking and smoke is pouring into the sky — I’m going to want to investigate, and most other players in the area will too. Or if the sky darkens on a sunny day, and I look up and see a dragon circling overhead preparing to attack, I know I’d better fight or flee, and everyone around me knows that too.

With traditional MMOs you can choose to solo or you can find a good guild or party to play with. With GW2 there’s a third option too: you can just naturally play with all the people around you. I personally spend a big chunk of my time in traditional MMOs soloing, but when I play GW2 I always find myself naturally working with everyone around me to accomplish world objectives, and before long we find ourselves saying, “Hey, there’s a bunch of us here; let’s see if we can take down the swamp boss together,” without ever having bothered to form a party.

Of course GW2 has great support for parties, but they just don’t feel as necessary as they do in other MMOs, because your interests are always aligned with all other nearby players anyway. When someone kills a monster, not just that player’s party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world –- when the bandits are terrorizing a village -– everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.

- ArenaNet

Via Slashdot

 

William Shakespeare, Game Designer

Posted by: the_handy_vandal

What if William Shakespeare had been a game designer?
Shakespeare Gaming

Wall Street Journal: You mentioned Shakespeare as one of your interests during your MFA [in theater directing]. What do you think he would have been like as a game designer?

Jonathan Knight: Shakespeare would have been on the forefront. He was an innovator and not just a great story-teller. Arguably, he’s more of a medium innovator. He borrowed heavily. “Hamlet” is a complete rip-off of a story on the prince of Denmark. Some people think he lifted it from a work that actually came between the two stories.

He was such a master at harnessing the new. For him, the new medium was open air theater on the south side of the Thames. He solidified a big portion of the English language with his plays much like Dante did with Italian vernacular.


Source:
James Knight interview @ The Wall Street Journal

Knight is executive producer of the upcoming videogame Dante’s Inferno, developed by Visceral Games and published by Electronic Arts.]

Interview by Jamin Brophy-Warren.


I’m reminded of Mark Twain, also a master of harnessing the new.

TypewriterTwain was fascinated, for example, by the typewriter; and he was the first author, or among the first, to submit manuscripts in typed, double-spaced format (as opposed to hand-scrawled in pencil, or worse yet pen).

 

The Massively-Multiplayer winter getaway

Posted by: Patrick.Ladwig

In this time of white-out blizzards and severe cabin fever, many of us look for engaging mental getaways that don’t involve braving the frigid outside world. One increasingly popular solution over the past decade has involved diving into a richly-detailed world via the home computer or console system. With the proliferation of high-speed Internet access, whether broadband or DSL, the number of persistent-world or “Massively Multiplayer Online” (MMO) games has absolutely exploded. Some, like the recent “Champions Online” release, rely on the strong reputation of the developers (in this case, Cryptic Studios, makers of the similar and successful City of Heroes/Villains games) or the source franchise (the old-school pencil-and-dice RPG, “Champions”) to create demand and attract subscribers. Others, which may have fewer engaging marketing prospects, or whose initial “buzz” has died down, elect to woo potential customers via the free trial. These companies may miss out on the $40 software purchase price (though some offer only limited content via download), but they know that the real cash cow lies in the monthly subscription.

I’ve played around at a few of these games over the years, some more seriously than others. Eventually, these games lose their lustrous appeal, whether because of lacking content/development or simply because the community of player diminishes or degrades. But what about satisfying the persistent jones for living a double life in a compelling sci-fi/fantasy world? Jumping into a whole new world can be a daunting prospect, especially if one has to make one’s decision based on software boxes on a shelf at Best Buy.

After a little searching, I was able to find a nicely comprehensive list of persistent-world games (http://www.mmorpg.com/gamelist.cfm/gameId/0), which includes a number of titles still in development. The list is quite handy, in terms of knowing the genre, developers, cost and distribution options for the games, but doesn’t jump that final, crucial hurdle of documenting which games offer free trials. Skimming through the list, though, one can easily enough navigate to the parent sites for each game, where promotional options can be found. For those interested in MMOs, here’s a short list of the games that will let you try before you buy. And at 10-14 days per game, one can pretty easily while away the remaining winter months by exploring life in a multitude of interesting worlds.

For the “sword-and-sorcery” crowd:

For those whose interest lies with advanced technology, rather than magic, there’s:

As previously mentioned, these are short lists of free trials available to the gaming consumer. Try some out. Find a game that best suits your own personal sense of escapism. That way, when you do decide to buy, in most cases you’ve already got the client software installed and the $30-$50 purchase price you would have spent can be put towards two or three months’ worth of subscription fees.

But maybe that’s just the frugal Scot in me talkin’…

 

FlashPunk ActionScript Library Released

Posted by: the_handy_vandal

Flash developers may be interested in FlashPunk, a Flash ActionScript library:
Flash Punk

Chevy Ray Johnston (Beacon, Skullpogo) has released FlashPunk, his own ActionScript library designed to offer “a fast, clean framework for prototyping and developing games”. He’s not only put the tool online for free, he’s posted some online documentation, written a beginner’s tutorial, and setup forums.

FlashPunk is specifically geared toward creators who like to work with with 2D raster/bitmap graphics, as opposed to vector graphics. “It can manage thousands of animated bitmap sprites on-screen at a time without slowing, a lot faster than Flash normally could, because it operates under the assumption that your game primarily uses bitmapped graphics,” explains the developer.

- FlashPunk ActionScript Library Released @ Game Retail Store

 

Game (Life): Video Games in Contemporary Art

Categories: Art, Video Games
Posted by: the_handy_vandal

I have been saying for years that games are — or ought to be — Art with a capital A.

For a long time, I seemed to be the only one; but happily that’s changing ….

Game (Life): Video Games in Contemporary Art

Game (Life): Video Games in Contemporary Art
December 18, 2009 – February 13, 2010
Firehouse Center for the Visual Arts
Burlington, Vermont

Featured Artists:
JASON ROHRER, JONATHAN BLOW, RANDY SMITH, PAOLO PEDERCINI, JENOVA CHEN, PETRI PURHO, JAKUB DVORSKY, HEATHER KELLEY, AURIEA HARVEY, MARK ESSEN AND MICHAEL SAMYN

Video games have emerged as our culture’s dominant form of popular entertainment, eclipsing both music and cinema. Lacking structured narratives, morally ambiguous, and oblivious to geo-political boundaries, the rise of video game culture is set to transform our notions of identity and location, blurring boundaries between the real and the un-real. Game(Life) transforms the gallery into a functioning video arcade. More than a dozen provocative and reflective works by contemporary artists and independent game designers from around the world engage visitors in play, exploration and confront questions of political activism, pacifism, violence, emotional resonance and beauty in gaming environments.

In collaboration with Champlain College’s Game Design program.

- Firehouse Gallery @ Burlington City Arts

Via Burlington Free Press.

See also Game Design @ Champlain College