Games
When there is actually something happening it the Swiss games' scene, it should be noted. Even more so when the game is
- available for free
- based on a clever idea
- and released without much fanfare.
Well, here comes the fanfare.
Roman Schmid (likely known to you as @bummzack on Twitter) created a Tetris clone for two, playable on your iPad, named Block Duel. It's not just your normal 1v1 game you know from the GameBoy version. You play on the same screen, one player with white blocks, the other with black ones – and whatever your opponent drops on his side becomes a hole from your perspective. It is, in short, a clever play on negative space – but what else could you expect from a person well thought in the arts of graphic design?
So, if you and your loved one have grown tired of Orbital1, Block Duel might be just the thing for you.
Read more about it on Roman Schmid's website or grab it directly on the app store. Oh, did I mention it's free? Yes, it totally is.
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Apparently a common choice, as proven on various occasions (okay, okay, on two couples I know of). ↩
If it weren't for developers like [Defiant Development][2], you'd easily believe that creativity in the games industry is nearly extinct.
But those guys actually manage to take a really old and tired concept – i.e. a first person shooter – and spin it in order to make something else entirely:
A first person shooter.
Seriously. Hear me out.
Warco is a first-person game where players shoot footage instead of a gun. A work in progress at Brisbane, Australia-based studio Defiant Development, the game is a collaboration of sorts; Defiant is working with both a journalist and a filmmaker to create a game that puts you in the role of a journalist embedded in a warzone.
The game itself — the title of which is actually short for “war correspondent” — follows the story of journalist Jesse DeMarco. Players will experience the process of filming conflicts, going into dangerous situations armed with nothing but a camera. They will then edit the footage into a compelling news story. The scenarios range from intense bursts of action to quieter moments as you discuss the events of the day with fellow journalists in a hotel. Though the main mechanic will be filming the action, Warco is also very much about choice.
Well, this is how [WIRED][1] puts it, anyway. The developers obviously make it [sound a bit more dramatic][3]:
WARCO lets players shoot and record what they see ‘through the lens’ – framing shots, panning and zooming, grabbing powerful images of combatants and civilians caught up in war. They’ve got AK-47s and rocket-propelled grenades – you’ve got a flak jacket, a video camera, and a burning desire to get the story.
The praise that Bioshock has received from other critics is – after having played through the game – definitely well earned. Even though I'm usually not exactly a very good FPS player, I managed to get through the whole game. And it definitely was worth it. The world building in Bioshock is excellent, be its embedment into the historical background, or the rich story that shines through at every corner, or finally the beautifully captured art deco architecture, which simply is a joy to explore and walk through.
Gameplay itself is reasonably varied as well. While some parts leave the player wondering whether they were just added to draw out game length1, the "magic" abilities one receives over time offer enough variation and allow the player to change his tactics over time.
Later in the game, some near-failure states are added: at one point, one continually looses maximum health, forcing the player to react faster. At another, the player isn't able to choose his currently activated plasmid. Not only is the game randomly cycling between the equipped plasmids, but between others as well, allowing the player to test out previously unavailable plasmids – and requiring him to change his tactics to deal with splicers every minute or so.
With Bioshock having distinct horror elements as well, sound plays an important element as well.
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Even though they might leave this impression, all parts are able to tell some part of the background story, allowing the player to dive deeper into the world. ↩
Hidden deep in the trenches of Instapaper I found this little gem – as a matter of fact, this should be required reading for all game design students.
A huge list of meta-games: games about games.
Over the last few years, I've been collecting examples of metagames — not the strategy of metagaming, but playable games about videogames. Most of these, like Desert Bus or Quest for the Crown, are one-joke games for a quick laugh. Others, like Cow Clicker and Upgrade Complete, are playable critiques of game mechanics. Some are even (gasp!) fun.
Since I couldn't find an exhaustive list (this TV Tropes guide to "Deconstruction Games" is the closest), I thought I'd try to pull one together along with some gameplay videos.
It contains such classics like Desert Bus, First-Person Tetris or You have to burn the Rope, all of which you should check out at some point.
Clearly, Fable II has to tell a story. Unfortunately, the designers are so intent on telling this story that everything else becomes secondary.
Fable II is the first game I finished after my vow to actually finish games I started playing. I thought it would be a good idea to write reviews of those games as well, as a way to analyse its strengths and weaknesses, as well as strengthening my own analytical eye.
Fable II is one of the games my brother left me when he gave me his Xbox 360. Since most games by Peter Molyneux are highly praised, I decided to give it a go. And indeed, the first impressions are marvellous. The world is lush and richly coloured. The game features a day-and-night cycle, resulting in breathtaking sunsets and sunrises. You clearly get the impression of a world of wonders, made for you to explore. This first impression is not entirely wrong; in fact, it is wise to keep remembering that later on.
Sometimes, as a game designer, you tend to forget how well versed you are in your medium. You tend to think that all people are able to plunge into a virtual world and stroll around. You could not be more wrong.
This weekend, Oli, Käde and me had our parents over for a lengthy Easter brunch. And since recently Portal 2 was released, we figured that we showed them the first Portal as an example of a really well done and funny game. I am not really sure how our parents received the game. In fact, I doubt that they realised much of it, since they were mostly occupied figuring out the controls.
This was the perfect illustration for the generational gap. While modern games tend to write "Use WASD to move around" and leave it at that, assuming that the player will know what to do, because he has used that control scheme so many times before, this was clearly not enough for our parents.
At first, they tended to alternate between intently staring at the mouse and then slowly turning it and swooping over the keyboard with the index finger, trying to find the correct key to ... well, do something.
Basically, this is a little round-up of interesting iOS games I encountered in the last days.
Thanks to Ars Technica, I've found this little, pretty mean gem of an iOS game called Slice HD:
Apparently, people tend to physically flinch when those virtual knives stab at you:
The video shows the entirety of the game's concept: you manipulate knives, stabbing instruments, and razors in order to hit the red button. Sometimes the objects move in ways you don't expect, and in other levels moving one piece triggers something else. It's nerve-wracking, and if you have a fear of blood or sharp objects, this is going to turn you into a shaking wreck.
So maybe, to calm your nerves, you might want to consider Tiny Wings, which has cute, fluffy bird in cute, fluffy landscapes in fluffy colours.
Found thanks to Geri Oester at the local game designer's meeting. Tiny Wings is for the iPhone, while Slide HD works on the iPad. Damn. I want one of those things.
So first Kim referred to it, then Karin and finally Janina, so yes, I should definitely read that article, right?
So you know what I say? I say screw Strong Female Characters. What we need now are some Weak Female Characters. My arguments below the fold…
The arguments are solid, indeed. So-called "strong female characters" are usually1 perfect human beings: physically strong, clever, intelligent, incredibly good looking – but in the end, they need to be rescued by the dorky everyman, and then we are back at the damsel in distress.
It is incidentally also where Metroid: Other M went – unfortunately.
What the author of the article calls for are believable characters.
Good characters, male or female, have goals, and they have flaws. Any character without flaws will be a cardboard cutout. [...] They don’t have to be physically strong, although they can be (The Bride, the women from Crouching Tiger Hidden Dragon, Ripley, Sarah Connor, and even the half-naked Faye Valentine from Cowboy Bebop are strong Strong female characters).
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In this article: In action flicks. ↩
There seems to be a new trend in town: games that found a way to deal with all that nasty, unpredictable human intervention in games – they do away with it.
There is Cory Arcangel at the Barbican, letting bowling games play themselves. (Nothing new, really, there has been a Lego Mindstorm robot playing Wii Bowling on its own for quite some time now).
Then there is the Figurine Mode of Super Street Fighter IV on the Nintendo 3DS, where you collect virtual figurines, and they will battle those of other players. All without the player doing anything – the fight actually happens while the Nintendo 3DS is in sleep mode.1
And finally, there is a new edition of Monopoly, where a computer tells you what you have to do. The reason why Hasbro chose to do so are rather hazy. Maybe American players are too dull to grasp the rules? Jesper Juul should be pleased – finally someone put an end to all that discussions about rules and inventing house rules and stuff that makes games so un-gamey ...
But seriously – Hasbro is clearly doing anything to take the player out of the equation. The game is played by the weird thingy[^batman] in the middle of the board, and the player is degraded to moving the pieces, because it's just a a computer chip, without attached robot limbs. Humans are better at moving small finicky things for their robot overlords anyway.
Some people are still waiting for the singularity.
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So where is the fun in that, exactly? ↩
I love watching game designers at work.
(For the uninitiated: This is World of Warcraft, Patch 4.0.3.)
I should not put everything in the title, it leaves me nothing to post in here.
Well, if you're remotely interested in game studies, you might want to check out eludamos's new issues, where you might find articles about World of Warcraft, Call of Duty, GTA IV as well as Dragon Age: Origins and Mass Effect 2. And as an added bonus: hyper-ludicity, contra-ludicity, the magic circle and the mundane circle.
Found, of course, via Jesper Juul.
Some games that crept up last week during our seminar on collaborative virtual worlds as well as on the local game designers meeting.
Savage is an interesting sounding blend of RTS with a commander that has the overview over the game, while warriors have the first person view and might follow the commander's orders.
With the creation of a new game play genre, RTSS (Real Time Strategy Shooter), Savage expertly redefines the first-person shooter and real-time strategy genres by combining elements of both into one cohesive experience. As the commander in RTS mode, you will tackle resource management, develop a robust tech tree, plan your assault and lead real human players into battle. As a warrior in action mode, you will master many unique weapons, powerful units, and siege vehicles to fight a fast paced battle.
Cantr II is a text-based MMORPG intended to simulate a society, while still having some roleplaying aspects. Apparently, it is currently down, though.
Super Meat Boy – is supposed to have tight level design that continually adds new elements, just like World of Goo did.
Clonk Rage – after Dwarf Fortress and Minecraft another game about digging. Some people seem to dig that.1
Speedball for Amiga by the Bitmap Brothers was famous for its graphics and its violence (you could push your opponent!). It will be re-released for the iPhone (apparently? Maybe I misheard).
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See what I did there? ↩
While working on an assignement for our current module on collaborative virtual worlds, I think I started to understand what bugs me in both MMORPGs like World of Warcraft and sandbox games like Second Life. There are (as for now) two points:
A Feeling of Agency
Nothing is more frustrating in World of Warcraft than successfully finishing a quest by bringing the needed herbs to an NPC, being thanked by him and reassured that his sick daughter will now get well, and as soon as you turn your back, you hear him complain to the next player that his daughter is sick and is in dire need of certain herbs ...
What is missing here is the feeling of agency – the feeling that your actions as a player have an effect on the world and change it, for the better or the worse. After all, any of these games give you the feeling that you are a hero and part of something big, and not just another name- and faceless warrior in a confusing war (even though that picture would often be more accurate).
To be fair, it has to be said that World of Warcraft has its moments there – like when the players had to gather ressources in order to open up a portal. But those moments are few.
An Agent Beyond Your Control
Second Life has quite another problem. Yes, you can change the world – a bit, by building something on a tiny speck of land, but then again, why should you? Nothing is forcing you, there is no actual need, there is nothing out of your control.
Yes, I might not have been very happy about the recent gender workshop at art school, but this has more to do with me getting fed up with the usual "let's-integrate-everyone-just-some-people-more-than-others" that it implies. It is not exactly something that is exclusive to the gender discussion, but can be seen in the LGBT camp as well.
I have, however, nothing against strong female figures in gaming.
Shaylyn Hamm wrote a thorough thesis about the topic, which is published on Game Career Guide.
Throughout the diaspora of modern games, female characters are not rare. There are many games with females as main playable characters as well as supporting roles, yet it is not uncommon for female audiences to find these characters unlikable and difficult to relate to. They are often hyper-sexualized, with generic, young faces and outfits that are more revealing of their bodies than a personality. These female characters are stark contrasts to the aesthetic goals of the male characters which encompass a much larger range of body types, costumes, and facial features.
After comparing existing female heroines, and concluding that they are most of the time rather bland and uninteresting, with the notable exception of Alyx from Half Life 2, she goes so far as to redesign the Medic and the Heavy of Team Fortress 2 as female characters – with a lot of success.
Jon Radoff created a beautiful visualisation of the history of social games, reminding us that those kind of games are not exactly a new invention. There have been social games before World of Warcraft and Farmville.
[via Jesper Juul]










