Talk on Cooperative Game Design: Following Up

Thanks to all who came out for my talk at the Tech Valley Game Space on Wednesday. I hope those who were there found it informative–certainly, I enjoyed the chance to give it!

When the video of the talk is available, I’ll add a link to it. I’d put up the slide deck, but it’s frankly incomprehensible without the audio. 😉

By the by, the Tech Valley Game Space is a remarkable spot. Housed in a maker space in downtown Troy, NY, it offers access to all manner and hue of equipment. 3D printers are just the start of what it has–and of course, that’s to say nothing of the community. The organizers are knowledgeable, helpful, and doing a lot to foster an independent game design and development community in the area. Stop in if you get the chance.

Again, thanks to everyone who joined us!

Tonight: Talk on Cooperative Game Design

Just a reminder that tonight I’ll be giving a talk on principles of cooperative game design at the Tech Valley Game Space, 30 3rd Street in Troy, NY. The talk is part of the Albany chapter of the International Game Developers Association meeting; the meeting begins at 6:00, with the talk at 7:00. Further details are available at the Tech Valley Game Space website.

Hope to see you there!

Link: Collecting Game Design Blogs

 

One of the most exciting things about game design is how quickly interest in the topic is spreading. Games are growing, and as they do we’re seeing players become more and more sophisticated about what differentiates the best ones. Increasing access to game developers for major titles is also encouraging people to think about design–if only so that they can convince those devs to make the changes they would prefer.

As interest spreads, so too is game design writing. The Links page has some longer-standing resources. Keith Bergun has now begun collecting design blogs that started in 2016. I’m looking forward to taking a look at them; if you’ve got a suitable blog, please do add it!

Link: Humble GameDev Software Bundle

Humble Bundle is doing another of its game design-relevant software packages. As usual, it’s a great deal. I can’t speak for most of what’s included, but PICO 8 by itself makes the bundle worthwhile.

PICO 8 is a “fantasy console”–a program that enables people to make games, and then runs the games they create. In PICO 8’s case, the goal is to make games that wouldn’t look out-of-place on 8-bit consoles like the original NES. All the necessary tools, from a sprite editor to an audio creator to a programming IDE, are built in; you make games without needing to leave the PICO 8 framework.

One of the joys of game design is exploring the capabilities of new tools, seeing what they offer and feeling out the interesting effects of the constraints they impose. The current Humble Bundle is a wealth of opportunities to do just that; how often do we try to make 8-bit games these days? Give it a look.

How Not to Improve Visuals

I don’t often venture into the realm of graphics and graphic design. Making a game look great is a skill all its own, and I don’t really have it. Nevertheless, being at a design school I’ve at least learned some basics–and the forthcoming visual update to King of Fighters XIV is breaking with one of them. In the process, it’s missing what I think is the major problem with the game’s look.

For reference, here’s a video advertising the graphics changes:

Right away one can see that shadows on characters are deeper. That goes some distance toward making them look less plastic. Only some distance–they still don’t look lifelike–but it’s better.

A subtler issue appears 20 seconds into the video. Watch how Kyo rises into the air. More importantly, note how Kyo lands at 22 seconds in.

It doesn’t look right, does it? To understand why, take a look at this post by Blake Reynolds of Dinofarm Games. He compares Street Fighter III: 3rd Strike’s animation to how characters move in Street Fighter IV, and notes that Third Strike’s animations impart a much stronger sense of motion. Chun-li “looks full of adrenaline and intensity” in Third Strike, whereas in SFIV “the animation is just kind of dead . . . .”

That sense of deadness is the big problem with the landing in King of Fighters XIV. Kyo doesn’t hit the ground, he glides to a halt. (In pseudo-technical terms, Kyo looks like the programmers are moving him with a clamped lerp.) His clothing doesn’t even ruffle. There’s no sense of motion, of a weight coming to a sudden stop–and there’s no feeling of power as a result.

KoFXIV will look better after the update. Unfortunately, it’s still not going to be as compelling as such a long-running and beloved franchise deserves. New lighting can’t substitute for great animation, and KoFXIV still won’t have that.

Frank Lantz on the Immersive Fallacy

One of my formative moments in game design was reading the critique of immersion in Salen and Zimmerman’s Rules of Play. They cite Frank Lantz, director of the NYU Game Center, in pointing out that Star Trek‘s holodeck is not the be-all and end-all of game design. Even if one built the holodeck–the perfectly immersive experience–that would not be a game. It would be, at best, a place in which to have a game. Immersion is not gameplay.

I just found out that the original talk in which Frank Lantz makes this point is available online. Let me urge you to take six minutes and ten seconds to listen to it; I think it will prove valuable for your thinking as well.

And then there Was Everyone

Privateer Press released a much-awaited round of balance errata for Warmachine and Hordes today–but those weren’t the most interesting changes. The real news is that from hereon out, they’ll conduct open playtests of forthcoming models. It’s a neat idea, and an interesting test of how willing the playing (and paying) public is to do testing right.

An integral element of really good playtesting is getting context. What kinds of games does this tester like? Are they more into competitive play, or casual games? Do they tend to win or lose? What’s their favorite game, and why? All of these questions help designers understand and interpret the feedback they’re receiving.

For example, suppose you want to test a character in a fighting game who you think is powerful, but subtle and difficult to use. If a tournament player who regularly defeats pros says “this character is bad,” the character might well be weaker than you expected. By contrast, a tournament player who never gets out of the loser’s bracket saying “this character is bad” isn’t convincing evidence that the character is weak. You might, though, consider it a sign that the character is very complex indeed, so much so that even highly invested players have trouble with them.

Now consider a tester who’s a fan of tournament games . . . but mostly because they’ve developed a crazy, unique style, and they like to show it off . When that tester calls a character “bad,” is it because the character is weak, or because there isn’t enough opportunity for self-expression in their moveset? If you haven’t asked about the tester’s background in games, you won’t even know to explore the issue.

I imagine that Privateer Press’ goal in running open playtests is, at least in part, to get useful data. (There may also be a political objective, whereby players are encouraged to view new models more positively because they had a hand in their creation; I’ll be curious to see whether this works out.) They can do that, but the players need to hold up their–our, I’m one of them–end. Privateer Press has to create surveys, and players must be rigorous about filling them out. Interviews will sometimes be necessary, and everyone involved has to make time for them.

Playtesting isn’t just about gathering information. It’s also about interpreting all of that data. If PP wants help, I’m available. 🙂

Oof!

It’s bittersweet to say that another semester at the NYU Game Center is over. As always, it was both an incredible challenge and an irreplaceable experience.

On the plus side, time off means more time for this blog. 🙂 Look for more in-depth writing soon!

Congrats to Cognition!

If you’re looking for gifts for game-playing kids, Cognition just won Playcrafting’s 16 Bit Award for best mobile game. Cognition is an all-ages title with a simple but compelling way to move around cheerful levels. Friends at the NYU Game Center have been working on it for some time, turning it into that rarest of beasts: an innovative game that’s also well-polished. Digital stocking-stuffers may or may not be part of your holiday experience, but if they are, take a look!