Archive for category Games

Spite: An entry for Gamma 4

John and I spent a few weekends putting together a little game experiment for Kokoromi’s Gamma 4 competition. We didn’t get selected, which I think means we can look forward to some outstanding winners, based on some of the other entries I’ve seen. My favorite aspect of the competition is how severe the limitations were – it really forced me to get out of my comfort zone and experiment with storytelling and gameplay mechanisms I’d never put much thought to before. In the end I think we were both surprised by how much we managed to get done in such a short time span, and by how well the final product actually expressed the little bit of story and gameplay we put into it. It’s 5 minutes long and only uses a single button, so I encourage anyone to check it out. If you’re a fan of games like Zelda I think you will find it strangely familiar. :)

Spite Screenshot

Spite is a one-button game for the Kokoromi Gamma 4 competition built with C# and XNA. You’ll need Windows XP or better and a Direct3D 9 capable video card to play it. Also, a finger to press your spacebar. XBox 360 controllers are supported. Also, there’s no audio – sorry, contest limitation. :)

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Level Up 2009

I’ve been spending the past few days down in Austin, TX at the Austin Game Developers Conference, and having a pretty good time. For anyone who’s ever been on the fence about going to GDC (either in San Francisco, or in Austin) I wholeheartedly recommend going if you can find a way – it’s a bit expensive, but an amazing experience.

On a related note, I can now announce that Inferus was selected as a winner of Intel’s Level Up 2009 game competition. I’m quite pleased with how it turned out and very grateful to Intel for running the contest. You can check out the list of winners here – there are some pretty interesting games!

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Shipping a Brick

Computer software, and by extension, video games, are getting more complicated every day. It used to be that a game might be a few hundred thousand or maybe a million lines of code. Now, some of the third-party libraries we use in our games are approaching that size, if not already larger! Keeping that in mind, it’s quite impressive that modern games still run for the majority of users. But here’s a simple fact: Sooner or later, someone is going to be unable to play your game. What you do then determines whether or not they will remain your customer.

brick


A few years back I was doing design work on an MMORPG. Really satisfying work – come up with characters & stories, try to construct gameplay around them, and then watch the rest of the team turn it into a living, breathing part of your game world that your players are going to interact with for months afterward.

So, at one point we decided to run a weekend promotion to promote our upcoming title. We temporarily enabled access to the content from our next game, and allowed people who didn’t own the game to create characters and play for the duration of the weekend. Great idea – get people in there at no cost, try and convince them your game is fun and worth playing. Works good for existing customers, too, because now they get excited about what’s coming down the pipe because you’ve let them play it for a couple days.

I was pretty excited about it, since it was the first promotion of its kind that we’d run since I had started working there – which meant I could finally show some of my friends what I was working on, and try and convince them it was worth playing. Most of them hadn’t even looked at the game since they had to pay for it first – and who can blame them, really?

Friday rolls around and I head home late and get some rest. The rest of the team does the same.

On Saturday morning, I send a message to a couple of my friends explaining how to download our client and try out the game. They’re both pretty enthusiastic about it and get started. A few minutes later, one of them says:

‘Why can’t I use any skills?’

What? What do you mean you can’t use any skills? Are there buttons on the bar at the bottom of the screen?

‘Yeah, but they have little lock icons over them. Nothing happens when I press them.’

Well, uh, s–t. That’s not supposed to happen. I emailed one of my coworkers to ask – uh, did anyone try creating a brand new account for the promotion to see if it worked? – and the answer is depressing: Nope. Luckily, it wasn’t a total loss – our existing customers were still able to participate in the event, because they already had working accounts. But for new, potential customers – the game didn’t work. They downloaded and installed our game, and it was mostly useless to them.


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Valkyrie Profile: Covenant of the Plume (Nintendo DS)

This is a review-ish piece I recently wrote and posted on a forum. It’s not publication quality, but since I haven’t seen much discussion of this game anywhere, I figured I’d repost it here, with minor alterations. There’s no scoring or overall judgement on the game, but if you’re trying to decide whether you’re interested in the game, hopefully you’ll find it useful. I thoroughly enjoyed it and don’t regret spending $40, if that counts for anything. P.S. this review contains vulgarity, hide the children.

Covenant of the Plume is a very strange game. For the most part, the strange things are also good things, but it ultimately leaves you feeling unsure about what you’re playing and whether you like it or not.

At first, it seems like a typical strategy RPG. You’ve got the standard FFT-style isometric map and character sprites, with the rotating camera and per-character turns, characters each have their own attack and movement ranges, there’s terrain restrictions on movement, all that sort of stuff. Then they pile a bunch of weird stuff on top, and it’s hard to tell whether all of it works.

For example, like in a standard SRPG, if you run up to a guy, you can attack him. But it’s a little strange – it cuts away to a higher-res screen where you can see your characters fighting, instead of doing it on the main map. Then you move in another character to attack the same guy, and you realize that both of your characters are now on that cutaway screen, and they can both attack the foe at the same time.

You are now in the Valkyrie Profile battle system, not to be confused with the FFT battle system. The two are basically separate, with one exception. This is really, really bizarre. I don’t think I’ve seen something like it in a game before, which is all the more strange since it actually works pretty well.

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Prince of Persia’s ending

I’m going to diverge from my typical theme for a bit here. After reading over a lot of the recent discussion over the newest Prince of Persia game, I was struck by how much disagreement there was about the ending. First I wrote a comment on one of the blog posts I was reading, but after some thought, I decided I should share my take on it in a more public location so people have the option to respond.

If you haven’t finished the game yet and you have any plans to see the ending for yourself, please don’t read anymore. Spoilers ahead. If you don’t care about spoiling the ending, this might not make much sense to you anyway, because I’m going to be mostly discussing the details of the story and the ending.

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