Preview post of the concepts chapter for Tatha
http://docs.google.com/View?id=dhpn5xkg_
Originally published at The Ephemeral Notebook. You can comment here or there.
Preview post of the concepts chapter for Tatha
http://docs.google.com/View?id=dhpn5xkg_
Originally published at The Ephemeral Notebook. You can comment here or there.
I’ve been playing a lot of Little King’s story lately and I can’t help but notice one major design curiosity:
The game becomes more usable and coherent as you go along.
Normally it makes sense to introduce concepts to the player in a nice smooth logarithmic/sigmoid fashion to optimize learning. A game begins as simple as it can and adds complexity after enough time to digest the previous mechanics has passed, limiting the amount of instantaneous new mechanics. However, with Little King’s story, nearly every time a new feature was added (especially in the early stages of the game)… I felt like it was a convenience issue or it was long overdue.
Each time a feature was added it didn’t feel so much like a new thing to learn, but a shortcut to a boring or frustratingly impossible task previously. It feels as if they started with the final game and removed interface and features until they arrived at the beginning. Some may feel this is a sound design methodology, but I do not. The beginning experience is the most cruicial to the game - it can be looked at as a subtractive version of the game’s concepts, but it should be just as compelling as later play. On examining this I noticed even I noticed some conflicting viewpoints on this issue, even within myself.
On one side, the beginning should be representative of the gameplay, pure and enjoyable in its own right. This is especially true of casual games and seems to come from the casual game part of my brain. The idea is that there is no immediate ‘end’ which you are going to, you are enjoying the gameplay as it is and as it progresses. To me, this is the very zen-like concept that attracts me to more mechanics-based and casual games to begin with.
On the flip side, if you’ve designed a game that has a degree of complexity to it, you can’t give it all up at once. So, like any good school - you introduce a problem, then a skill, and then test for application (designers take note: it’s more effective to introduce the problem before the skill than the other way around). This method leads to a very ‘tutorialish’ beginning, especially if condensed together (skill-skill-skill-game vs skill-game-game-skill-game-game).
Neither side is wrong, but there’s definitely some nuances in the approach that make it worth exploring further. As much as I do truly enjoy Little King’s Story, I did feel like I was playing through about 5 hours of a mediocre / frustrating / aimless game to get to a more polished, enjoyable game later - and I didn’t even know that was going to pan out that way through the first 5 hours (not quite like begrudgingly sitting through tutorials).
Regardless of the design method with respect to the beginning (additive or subtractive), one should never skip polishing the beginning and examining it from a ‘what if this were all it was’ viewpoint.
Originally published at The Ephemeral Notebook. You can comment here or there.
Normally whenever the question “Are video games art?” is raised, I have to force myself to avoid it, as I feel that describing my take on the subject will take far longer to type than the given blog/tweet post’s comments will be active for. However, recently having read Damion Schubert’s take on it and having seen the subject bounce around on #gamedesign a lot, I decided I should give this a shot, so here goes.
The biggest difficulty I tend to find in discussions on this subject is that people aren’t always aware of what it is they are asking nor do they come to the discussion table with a shared set of definitions. I am going to attempt to clean up this mess a bit with some simple logical statements and metrics, peppered with just a bit of subjective thought process. So first off:
Perhaps the biggest culprit is a unclear definition of Art. If only this were a problem limited to those discussing it as it applies to video games. The true definition of art has been argued for quite some time (see also Aesthetics). I’m going to try to pluck off the relevant issues.
Art can mean a reference to a field of study, a technique related to creative skill as relates to aesthetics, a product or work of art, or more colloquially ‘fine art’. We’re going to need to pick or build a definition. How about the first line in the Wikipedia entry - it’s gotta be the most relevant, right?
“Art is the process or product of deliberately arranging elements in a way that appeals to the senses or emotions“.
Yup, games definitely do this! We’re done! The answer is yes! Not so fast.
There is much debate about this subject so it can’t possibly be that simple… Let’s try another definition. How about Britannica Online’s defintion:
“the use of skill and imagination in the creation of aesthetic objects, environments, or experiences that can be shared with others.” [my italics]
Well that one seems to fit with games pretty easily. I don’t seem to be getting very far with this, so I’m going to work on my own definition. I’ll use existing things that we readily call art as a way of removing away that which it is NOT, leaving that which it is. Likewise, if the definition excludes things we conventionally call art, then the definition itself will be invalidated.
Is art a physical object? No, or else music or performance would not be art. Is it creative skill or technique? No. It cannot be simply a technique. If you go a gallery to appreciate art, this definition works (appreciating the technique), but if you then buy the art, you are not buying the technique. So clearly it is neither the sum of its materials nor the sum of its techniques - it is neither simply artwork or artistry. What ties the two together but is wholly neither? Well a concept does. Concepts can be equated to thoughts and words. Are words alone art? Just a series of words strung together? No, we do not call this art. However, words written down or spoken can be poetry, which is definitely art. So what is the difference between the intrinsic set of concepts floating along and that which we call art?
Well, both written and spoken word have the potential to communicate the concept from one individual to another. So if I walk up to you and say something, is this art? The problem here is that the communication is direct. What if I yell the same words to a crowd, indirectly? Now this is could be either performance art or the actions of a crazy person (or both). We are now very close to the great writer Leo Tolstoy’s definition of art:
“a use of indirect means to communicate from one person to another”.
I like to call this ‘proxy communication’. Or in diagrammatic form:
Artist -> Medium -> Audience
Does it really need an audience? Must a work of art be shown to one other than the original artist? If an artist paints a work and it is left in their attic, and their house is bulldozed, did the work of art exist? This is doubly ponderous if the artist is also a mime. Well, here we can satisfy that formula to say that perhaps the artist was also the audience. But is this cheating? Well, consider a person talking to themselves (casually like assurances into the mirror, not schizophrenia). That is direct communication from yourself to yourself. However, if that same person wrote a diary, and perhaps drew a sketch in a diary to try to express their feelings (to be later read by themselves again long after they do not recall the original feeling), then that is indirect communication and as such we can call it art.
Originally published at The Ephemeral Notebook. You can comment here or there.
This highly scientific grading scale was developed by some random Joystiq comment from here that was since deleted. I don’t really know what ‘creepy hot’ means either.
Creepy Hot:
Hot:
Meh:
Originally published at The Ephemeral Notebook. You can comment here or there.
A line a piece about game news today from e3:
Originally published at The Ephemeral Notebook. You can comment here or there.
Short list of games listed/rumored to be announced/ing at E3 that catch my interest and why:
Originally published at The Ephemeral Notebook. You can comment here or there.
Lately I have been playing a lot of Free Realms and having honestly a lot more fun than I thought I would. So here is a brief analysis of why Free Realms works and what could be improved. I’m going to use bullet points because bullet points, powerpoints and spreadsheets are how I roll.
Strengths

The section in which I glow all fanboy-like.

Weaknesses
Put on your hardhat - now I throw down the heavies.
Advice
Here is some advice for the Free Realms team. I should preface these with stating that I am not the game’s target audience - and then follow that by saying that you are probably underestimating your target audience.
Lastly, Congrats on 2million! Keep up the good work and look forward to more updates!

‘One of those uninspired “cow in the moonlight” walks.’
Originally published at The Ephemeral Notebook. You can comment here or there.
I taught a friend of mine (who definitely isn’t Xenon) how to play the game of Go tonight, and he was asking for more links on it. Since this might be of interest to others out there, I figured I’d post my favorite starting points for Go information:
I’m ‘oizys’ on KGS though I’m not often online. Hit me up on AIM, twitter, or here if you want a teaching game or a serious game.
Originally published at The Ephemeral Notebook. You can comment here or there.
Or at least something major. These are all MMOs slated for release in the next year or two that are at least substantial enough to generate some amount of hopeful anxiety within my heart of hearts. These are my current favorite unreleased MMOs of the ones that have given us anything to show for (as opposed to theoretical MMOs or just-bought-the-license MMOs). My choices here are fueled by any of:
So without further ado…
[Website | Interview | Art | Information]
What it could change: Storytelling within MMOs, ARG possibilities, Mystery Genre

The Secret World has an immense amount of potential for advancing storytelling within MMOs. Not only is it designed and developed by veterans of the Dreamfall team, but the project seems to be actively incorporating ARG-like systems into the early promotion and possibly into the eventual gameplay. The possibilities of an altered-earth virtual world are quite enticing and they are drawing from a large pool of mysteries, mythologies, and conspiracies.

Using mystery as a grounding point, true communal story development is possible, and they appear to understand how that will affect their content pipelines. My personal feeling is that the Explorer and Socializer are the two Bartle types that are most underserved by today’s online games - with the Socializer beginning to get some heavy attention. The leaning on mystery and intellectual themes offers a great chance to expand the Explorer element.
This is a highly ambitious project and one that may only appeal to a niche audience, but it may teach future MMOs a number of new tricks - and it creates some subgenre firsts (earth-based, mystery-genre) that will hopefully continue to unfurl to become the long tail of our salvation from the fantasy tolkeinesque genre.
[Website | Interview | Art | Information]
What it could change: The space flight and exploration genre, the anime-inspired sci fi niche

Blackstar is the game I foremost wish to have sex with. It may be a case of style over substance, but in this case the style is a lot more than a coating. The style imperative drives Blackstar into a niche that is relatively untapped (though growing fast) - the niche filled with games like S4 League - high speed action and anime influences. Don’t get me wrong, I love my slower more realistic games like EVE as well.
However, I often explain it in terms of mecha. There are two major ‘forks’ in the spectrum of mecha concept and design. There is the highly mechanical version used by things like Battletech where the mecha is very ‘vehicular’ and requires constant tuneups, has major heating issues, and is realistic in its movement and damage withstanding capabilities. Then there is the hyper-anime version where the mecha is a large superhuman extension of the human body - it behaves more like a Demi-god in various mythologies than a machine. Naturally these points came from a middle ground - the first Gundam books put forth the idea that to make the machine more than just a machine, the human would have to be more than just a human. The modern Gundam franchise however is fully on the immortal-demigod side.

There are a few modern properties to wedge themselves in the middle somewhat: Armored Core for example seems to steal equally from both sides, even though its roots lie more on the Virtual-On derived robot as shiny demigod side. However, this gradient can be defined in rather simple terms when it comes to video games. Much like the original Newtype concept, the question I ask myself is “How much does this experience make me feel like I am performing above my own ability?“. In reality, it is only at the ‘top’ of my ability, not beyond, but using style and rewarding the occasional random reflex move with the great results, this feeling can be achieved.
Games that evoke this feeling for me are: Zone of Enders, Wipeout, Descent, and Pop n Music (and many rhythm games). Zone of Enders is perhaps the best example (and Descent for the same reasons) - requiring an awareness of more than just 2 axis of movement and encounter somehow feels extra-human. ZoE uses just the right amount of glowy flash and style to make it feel like you’re this incredible 190 Beats-per-minute badass, computing every possible trajectory, even if you’re just mashing buttons frantically.
This is what I’m hoping Blackstar embraces, and seems to be doing with the pacing of its space combat. The future-anime aesthetic of glowy lines, light streaks left in the air,visible concussion waves, and intersections of reality and user interface with an overuse of reticles and indicators. If they can make a game with good mechanics, a fair amount of customization, that still makes me feel like a complete badass - I will be completely sold.
Interestingly, there aren’t many (if any) scifi-anime-franchise based MMOs, which could signify a lack of a niche, or (more likely if you look at the growth of anime in the US) a huge niche possibility. Phantasy star has a bit of this niche right now, but it’s a completely different beast. My bet is that Blackstar lights the fire of a small niche that will grow slowly over time and then eventually take off through some other means (for example a free-to-play anime-franchise world or similar), never reaping the success it deserves but I’ll definitely be playing it.
[Website | Interview | Art | Information]
What it could change: Collaborative building environment that isn’t rife with furry penises

Much like Kix, LEGO Universe is Kid Tested, Adult Approved (ok that was a stretch, but whatever). Basically, the kid in me wants to play with LEGOs again (the kind with bricks and nubs, not the kind that is practically pre-assembled), but the adult in me wants to see the utopian collaborative build-and-explore virtual world dream come true (in the way that MOOs are, and without the Furry Sex and aesthetic disparity of Second Life). This isn’t to say that there won’t be LEGO dongs galore, but I think this can only go so far and it can be quelled with proper presentation and filtering, much like Little Big Planet currently.
The other advantage LEGO Universe has is that it has near-infinite genre and licensing capabilities, allowing it to become a centrally controlled megaverse (and yes, I know how much of an anathema this idea is to virtual worlds nuts out there - but currently every megaverse attempt has been controlled by its lack of established norms). Want to go to a pirate world, then a ninja world, then to space and then a dinosaur-laden past? This is theoretically possible with this property because the verbs define it more than the nouns or adjectives (a quality about any service that I find admirable)

Hopefully LEGO Universe will not sacrifice design too much for the youth audience - a fear that is fairly well contained by the knowledge of the LEGO Universe Partners Program. Deciding to make it contain no PvP is a wise decision, though they may learn that PvP is an expansive concept that does not need PKs to work. Now that this property is nestled well within the new Gazillion label, I have little fear of it failing.
[Website | Interview | Art | Information]
What it could change: The advent of the modern-day crime genre, new levels of character customization


Modern day crime seems to be perfectly at home with the social structures common in MMOs. The idea of getting together a gang who associate themselves by names and colors such that there is brotherhood even with members you haven’t met, and then engaging in a resource war to stake out territory for your gang - I’d venture to say it’s the thing in real life that most closely resembles MMO PvP. Life resembles art, etc I suppose.
As it stands, the Grand Theft Auto multiplayer has done fairly well, but lacking the persistence that makes such a world truly thrive, it becomes more like a large game of counterstrike overrun with cheaters and those who are only playing ‘for the lulz’. Bringing a real sense of property into this seems only natural.
Most of my questions regarding APB have to do with the larger social economics - how is equilibrium maintained (if you can steal cars from npc pedestrians and sell them, this would be an open economy and as such would need considerable drains), what avenues of PvP are available (stealing? territory? police griefing?), and what degree of continuity are they attempting to provide (shards, instances, fragmented economies, etc).
One of the most impressive things about APB so far has been the character customization. It’s so nice to start seeing current-gen MMOs start to take this seriously. The flexibility they were showing in the tattoos and face were pretty impressive. I hope they treat clothing the same way, as that tends to be the part of character customization most often forgotten - the part that isn’t a couple sliders during the sliver of time we call creation.
[Website | Interview | Information]
What it could change: The quality of casual and youth targeted MMOs, achievement structures, minigames in MMO, web cross-media support, business models

Free Realm is the only game on this list currently in Beta and about to release, so I won’t need to say as much here. Of all games out there, Free Realms comes the closest to what I was trying to accomplish with Twin Skies - indeed it was considered our closest competitor. Free Realms is really looking to up the bar on free-to-play MMOs in terms of production quality and content and so far they seem to be delivering.

The main design element above all that I hope this game spreads to the genre is the interplay of activities and minigames to the play landscape. By removing the fixation with the singular linear (well, typically logarithmic) power curve and replacing it with many orthagonal curves, achievements, high scores, and social interactions, Free Realms has moved us one large step towards putting this hole ‘end game’ obsession to bed. I urge everyone reading this blog to check this game out - I’m sure I’ll also be talking about it more in the future.
[Website | Interview | Art | Information]
What it could change: Interstitial play and true MMO integration for FPS nuts, the spy genre

I love me some Team Fortress 2. The thought of being able to play something like that and call it an MMO feels almost like cheating. And yet, the bridge we could architect to cross this gap is looking more and more comical each day until the point where we can instead take a deep stride and cross. Before you tell me about Planetside however, let me just say that that game was likely ahead of its time. Not because MMO players weren’t ready to FPS, instead it was because FPS players weren’t yet ready to MMO.
Since then, we’ve seen the Battlefield series, Call of Duty 4, CounterStrike’s experiments with global economics, and even Team Fortress 2 having persistent improvements now through achievements. It seems that persistence in FPS games is going to, well, persist. The biggest difference to me, however is a mindset. When I think about logging on to an MMO I think about all the things that need to be done, the time each of them takes to complete, travel time, organization time - I’m generally exasperated before I log on. However, playing a quick round of TF2 requires no preparation. Better yet, pickup groups in TF2 are the norm and they are often FUN! I don’t even need my friends to be online to have a good time.
If The Agency gets these things right, then it will be a blast. The promise that I could have a slew of missions of known lengths (7 minutes, 15 minutes, 30 minutes) and hop into the action immediately with friends or with people who are insentivised properly for doing their role is a tantalizing one.
Add to all this the spy genre possibilities (please have information warfare /espionage forms of PvP), and some of the more interesting mission mechanics I’ve seen in an MMO, and there is some serious possibility for win here. Perhaps my single favorite design mechanic of The Agency that I have seen so far is the quality of completion for missions. It’s a very console mentality idea that seems entirely at home in the genre even if it didn’t have the console release. Having a gradient of completion means that you can win small and then keep improving, instead of failing to win (as is WoW’s predominant instance methodology).
There is no doubt in my mind that the release of these games will inspire improvement in the MMO genre - either through the flames of user exceptance of the subtle kindle of future designer inspiration. This isn’t to say that other games won’t, but these are the ones that have caught my eye, and I believe deserve yours.
Originally published at The Ephemeral Notebook. You can comment here or there.
Much is often mentioned about the cultural disconnect between the Business, Design, and Programming fields within the game industry. Different attitudes, different terms and languages, different expectations. I’ve always felt this has been a self-perpetuating problem (when diagnosing it we canonize it by declaring that this is “just how it is” - further reinforcing the meme), and a rather large problem at that.
As one who considers all three to be a passion I may be speaking from personal bias but I see this as a problem with a relatively easy solution. To me, Business, Design and Programming are based on the same fundamental principle:
Define the goal clearly, research the available choices, then weigh the pros and cons of each choice to arrive at the optimal solution.
[This should seem familiar if you read my previous entry]
There is little benefit to shrouding a profession in mystery and much to be gained by integrating these goals into a single representation. The commonly occuring pattern is the separation of these goals into components. The other parts of the original goalset show up in each component typically as a ‘restriction’, but information is lost in this process.
Let’s take a simple example:
You and a friend are looking to go out for dinner and you want something relatively cheap and relatively good. You deliberate for a bit and realize that you know a lot of quality places, and your friends knows a lot of cheap places - so you decide to specialize and divide the problem. You try to find the best restaurant you can under 30$ a person, and your friend meanwhile tries to find the cheapest place with at least 4 stars on Zagat. The chances that you will arrive at the same solution is slim to none (and reduces as the population of choices increases).
This is how game development often actually works. The game needs to be relatively fun and impressive, while being relatively stable, maintainable and scalable, while also being done relatively quickly and cheaply. The meetings are held, restrictions are put in place (typically time via milestones), and then each team optimizes for its pet criteria. This can occasionally cause conflict as all of these are mutually exclusive.
This type of problem is an optimization problem, and there are a few common patterns to solving it:
When faced with a relatively small set of choices, I have a favorite way of tackling the full on simultaneous optimization: Using a spreadsheet, the goal components of the fitness function become columns and the available choices become rows. You rate each cell by how well that goal is satisfied by that choice (use the SAME SCALE for all cells, something like 0-5 or 0-10). Then you apply a weight to each goal as to how important it is to the final fitness. The sum of each cell in the row multiplied by its corresponding weights per column is the choice’s final fitness. It helps to throw in a couple dummy extreme choices to help you balance the goal weights to make sure your balancing is sane.
As soon as there are more variables or interactions between the choices, it becomes clear that you need something more like a genetic algorithm. Luckily we all have something very much like that already - intuition. I like to define intuition as “the sum of all knowledge and experience related to the subject”. Humans are exceedingly good at making good guesses when presented with a problem that they have a wide knowledge and experience base to draw from. However each large missing piece of knowledge or experience will heavily skew our guesses.
A few examples:
What am I arguing for? Simply this:
Open and continual communication of goals so as to bring the choices people make closer to ‘optimal’ for the company/game as a whole.
and
An attempt by all to increase the cross-departmental intuition of everyone involved.
What I am arguing against is the ’silo’ effect and hyper-compartmentalization of culture and experience that is common of large hierarchies and specialization of labor.
A few things that help towards this end:
Originally published at The Ephemeral Notebook. You can comment here or there.
Today I was catching up on some reading when I came across James Portnow’s opinion piece on the difference between Choices and Problems (The Problem of Choice). I disagree with the separation entirely and see the presentation of them as separate as a form of False Dilemma that is all too easy to fall into.
Choices are among the fundamental elements of game design, economics, behavioral psychology and computer science. In all of those fields, the concept of choice is defined roughly the same way: (from wikipedia) “Choice consists of the mental process of thinking involved with the process of judging the merits of multiple options and selecting one of them for action.”
Making a choice requires a mental formulation - the generation of some model for weighing the merits of each option. Merits are directly connected to goals, and one can often discern one’s goals through their choices. It is also said often in economics that “choice defines preference” but preference is a tricky thing to pin down.
What James appears to me to be discussing is the transparency of the game’s own reward model. When players align some of their goals with the game’s mechanical goals (as is generally the case when you wish to win), their merit models begin to look more like the game’s.
At this point it can be said that their merit model is far more mechanical than personal. However, this shift is highly personal in nature. Players are driven by a varying amount of drive for success (the Achiever Bartle type). Take three extreme examples on the same game:
As is obvious, choices with merits that apply to more than one possible goal are evaluated differently by different people. My disagreement stems from the attempt to separate choices which are mechanical in nature to those which are personal in nature into two separate concepts. I think this is highly dangerous as it generally assumes a singular goal system. Where are goal systems most singular? In traditional story-driven single player games.
Let’s take a game like Bioshock. Instead of having a singular goal, there are multiple endings. Each ending is now an available goal. The problem with this is that while situations may change during the course of gameplay, long term goals and gameplay decisions of players rarely do. This means that each player selects the ending goal that they wish to achieve early in play and now all choices become False Choices.
This is especially true of the hintbook-user who starts by reading up on all the possible branches and endings and makes their selection at the beginning (see also Mass Effect sex scene). However even someone who is only cognizant of the fact that a game has multiple endings (read it on the back of the box - multiple endings is a feature list slick item), they will pre-construct likely ending goals in their mind, select one and then act accordingly.
This is the basis of role-playing. If you decide you want to play an evil character with a soft spot for cuddly looking things, then you will make your choices accordingly and you hope that the ending or rewards that you get respect some element of this decision (for example at least that you decided to be evil). The problem here is the ending - the concentration of goals on the game ending. Pen and paper roleplay works because it is often open-ended (if you’re not playing strictly from an adventure with an unimaginative GM, you don’t know that the game will contain roughly 40 hours of play time before you start playing it). The solutions here are to spread the goals out - achievements, chapter-based games, social systems, and economic systems.
So what about choices that aren’t attached to a goal mechanism? It turns out a rare few of these are purely choices without goals. Examples in the real world are common in non-essential purchases - what flavor of chips do you buy for yourself? what color of a particular shirt do you choose when one is offered in multiple colors? However they can quickly be turned into goal-based variations: what flavor of chips do you buy when you’re having guests over (maximize for utilitarian benefit), what does this shirt say about me? (does it further the goal of presenting myself to others the way that I wish to?).
In online games, even aesthetic choices become intertwined with social or economic goals. Let’s take a look at some examples:
The name selection example is perhaps the best. Trademark and domain name selection for a company or product is based on a huge ‘problem’ equation of relative merits - Pronounce-ability, Length, International Meanings and Pronunciation, Logo/Glyph possibilities, Linguistic distance from similar trademarks, Search loading (what is currently found by that name through searches), Legal Availability (and cost to acquire), DNS Availability (and cost to acquire), Social network Availability, and Linguistic connection to the desired evoked emotions or symbols are just a few of the criteria. This creates a giant ‘problem’ equation, where the stakeholders balance the merits of each to be able to mechanically rate the possibilities - if the company is hiring a marketing firm or is a min/maxer in the player terms. A company who is like player B in the above example might just pick a name and hope for the best.
Ok, so digging further - let’s come up with the most pristinely pure-choice example we can come up with. The choice of aesthetics or actions within a purely single-player game that has no predictable affect on the outcome. I say purely single-player because these are a rarity today. Any game that is connected with online achievements, gamer scores, or leaderboards is no longer ‘purely’ single player in that the motivations for winning change. Increasingly with fraps, machinima, youtube, and other forms of shared media, even the most single player experience can become a social one, much like when a friend watches you while you play.
One obvious problem with these kinds of purely surface choices is that they are bad design! Presenting choices that have no measurable effect can easily disenfranchise the player.
On the opposite side, easily transparent mechanical goals also removes much of the fun of choosing. If every text option in a game like Fallout had next to it in parenthesis how many XP points you gain by selecting that option, much of the fun would be immediately drained from the game.
When choices can be boiled down to merit equations based on a preset list of goals, they become less interesting. However, one simple way to stop this is to obscure the mechanics by introducing an external (unpredictable) factor. The classic examples of this are found in the birthing of games themselves: Go, Chess, etc. When one cannot easily predict what situation a choice will wind one up in, the choice becomes more difficult but also more meaningful. Life is mostly comprised of these choices.
Traditional games don’t have the issue of transparent choice mechanics or purely aesthetic choices, nor do connected games - only single player ‘movie’ games do - a problem we have invented for ourselves as game designers. Sometimes choice doesn’t matter in these games (when the game is purely linear and driven by twitch skill) - but this to me is a somewhat sad shallow concept of interactivity that doesn’t take full advantage of the medium.
While I may disagree with the conclusion in Mr. Portnow’s piece - I agree with the prescription - we should be more cognizant of what we call choice in video games. And since I never like to just rant without providing some solutions (ok that’s not entirely true… a good rant is fun, too), here are ways I think we can improve the ‘choicyness’ of the single player game experience:
And finally, some things we need to do less of:
Originally published at The Ephemeral Notebook. You can comment here or there.

Episode 1 of the Valkyria Chronicles anime is out - haven’t watched it yet but from a quick glance it seems to have a lot more time to go in depth with the character development which is good, even if the story isn’t exactly the same. Also the ending is cute. I really hope this spreads awareness of this amazing game.
Originally published at The Ephemeral Notebook. You can comment here or there.
I had a blast at GDC this year - couldn’t help but notice memes everywhere. Internet - stop invading my real life.
Also special shout outs to Pixel, Dasha, Jamy, Jay Moore, Royal O’Brien, Matt Daly, John Say, and all the fine people I met while up there. I wish I took more pictures; ah well, reminder for next time.
And now some pics
Originally published at The Ephemeral Notebook. You can comment here or there.
Well, it looks like it’s going to happen. I’ve been predicting for the past 3 or 4 years now that someone is going to make a midi controller of a real instrument a game - not pressing 5 buttons that magically represents the whole spectrum of musical expression. In addition to learning songs (much like piano teaching systems have done forever), many of the higher forms of institutional music knowledge can be codified and graded (achievement: shifted modes for 4 bars of a song and then back).
The reason this has always been an infuriating prediction of mine is that real guitars honestly don’t cost that much. The possible exception is the drums (a starter set might run you 199$ as opposed to the 60 or so for the rock band drums) - though there are some interesting middle grounds. The drums are honestly the most transferable skill in the whole rock band ensemble anyway, so giving that a midi output is cake (as the internet will certainly show).
The main reason why this probably hasn’t happened on the guitar is twofold:
However from out of leftfield… I think this could be the dawn of the new era:
Scratch: The Ultimate DJ
For a genre where expression is everything, remixing is the norm, and you need at most two servomotors or otherwise encodable direct-drive system, and a couple of faders. However the reason it might fail is that it doesn’t impose an automatic social structure - but I doubt that’ll be the case. If they do it right, turntablist battle parties with your friend freestyling on the side will be far more fun and entertaining, while still also allowing people to practice solo.
Best quote from the article:
“Without Quincy, Dan and I are just a couple white dudes trying to make a hip hop game. He keeps us relevant and on point, and makes sure that nothing gets missed.”
Originally published at /dev/oizys. You can comment here or there.
So I’m totally digging on Shining Force Feather and can’t wait for it to come out in the US. For those who don’t know me well personally, Shining Force is while probably no longer my Favorite Game of All Time, it is probably the most influential game for me - Turn-based Strategy RPGs are my soft spot, and Shining Force really turned me onto that genre and solidified it in my heart.
And while I’ve liked that Sega kept the ‘Shining’ world and brand alive and developing with the Souls, Wisdom, Tears, Force EXA, and Force Neo franchises - they always felt a little bit like a betrayal of the roots. It would be like making a Sonic game that…. … oh I’ll stop there. I did love Shining Tears X Wind though - or at least the quasi-furry fanboy in me did - because it felt like a cheesy romance novel for male Genesis gamers.
So here comes Shining Force Feather. The first turn-based return with the name since the Sega Saturn.

First off - it’s not trying to be retro. Stylistically it’s more like the modern Shining series: super anime-centric. The character designs were done by Pako (who did Shining Force EXA and the lovely Rental Magica) and Noiji Ito who’s responsible for that Haruhi Mania out there that I wouldn’t know anything about. Together they compound further upon the emerging Shining style: Saturated colours - with a unique color assigned as the primary palette for many of the lead characters. Story wise it’s also very modern, unlike the original Shining Force which had an almost laughably rpg ‘genre’ plot (complete with a nagging mom). I guess it’s now a different genre stereotype: The brash, rude treasure hunter main character with spikey hair who speaks with a heavy dose of slang (I’m looking at you Bleach, Naruto, etc). It’s also SUPER text-heavy at least in the beginning bits, but the art is nice and quite often there is recorded voice to go along with the words. Unfortunately because it’s the DS, I can’t really beseech Sega to keep a Japanese Audio version (due to file size), nor would it make sense in the presentation…. but please don’t get shitty voice actors.

So on to the action. It isn’t grid based. BAM. It’s more like Phantom Brave, with a purely vector/circle form to everything. Which works out just fine. Though ironically the levels seem to still be squares. It also has more of a ’store up time’ concept and a turn order listing (see also FF Tactics, Kartia, most SRPGs these days) which works fairly well. And the combat isn’t complacent, it has a Golf-swing timing bit and a 4-button hotkey map to ability concept. Each ability costs a given amount of “Force” which is like MP but it’s also like the time you stored up (every turn regenerates 30 of it or 40 if you pass that turn). So if you have 45 of it going into battle you can use a 15 cost ability three times or a 20 ability twice. You can also dole it out however with as many attacks as you want. Spend 15 on attacking this guy and then 30 attacking someone else. Finishing off an enemy no longer uses up a character’s whole turn.

I’m not terribly far into it yet (nor do I want to be as I’ll have to retrace it in the English version once it comes out), but I did notice a couple problems. The numbers are really stretched out. By that I mean it might take like 10+ turns for you to kill an enemy or them to kill you. You have like hundreds of hitpoints even in the early levels and attacks are usually doing damages like 10 and 15. You seem to get a bonus (of more gold at least) for stringing together big combos, and you can press a button at the right time to gain some force every time an enemy attacks you. So I’ve found the ‘best’ strategy is to just pass your turn (for 40 Force), as long as you’re in no danger of dying until you max out or nearly max out (there are max abilities you can only use when at max), and then just do massive combos. But this seems a little weird… waiting an entire turn or two consequtively just being human piñatas and then ripping havoc, but it’s mathematically more effecient (as you get 40 instead of 30 and you’re burning the same amount of force now or later). Also combat is rather ’small’ (a few enemies over a tiny space - 1 turn to close in) but drawn out - it never seems to get ‘harder’ as the level raises, just more drawn out. But I haven’t found a lot of the cool magic and such yet - right now I only have 2 meatheads and a healer / useless archer.
Light and ShadowIt’s making a great contrast to the other game I’ve started playing on the DS - Fire Emblem: Shadow Dragon, which kills most characters irrevocably in a hit or two and requires you to choose someone to permenantly sacrifice on like the third prologue level or something just to prove to the game that you’re hardcore enough to play it - or you just instantly lose. It’s not a pretty anime world who speak lots of Osakan dialect and say lots of things like they’re a comedy troupe. Instead, in every level just about - someone is left behind to die and the party mourns them and continues on - not being so kind as even to leave their fate up to imagination.
I see both as labors of love in a way, but the cute anime character way of the Shining series is far less laborious - for certain.
So in ending, bravo to Sega for bringing one of my favorite gaming memories into the present day. Judging from the Japanese site, Sega is becoming an amazing RPG powerhouse (7 Dragon, Phantasy Star Zero, Blazer Drive, for DS alone - let’s not forget the recent Valkyria Chronicles and the salivating Phantasy Star Portable).
Originally published at The Ephemeral Notebook. You can comment here or there.
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