[note from the future: video now located here]

A great little Extra Credits episode about how to play games like a game designer - or, how to become a better game designer by studying the games you play. It’s only five minutes long, and while I could sum it up for you, that would be a disservice to you and the Extra Credits team. The series is basically required watching if you like to think about games, and especially so if you’re interested in working on them. Let me explain.

        Unlike, well, just about everything on the internet, every Extra Credits episode so far has had consistent quality. I really wouldn’t caution you away from watching any of them - you may not be interested in, say, the future of MMOs, but that doesn’t mean you won’t learn something from watching that episode. For all the other blogs and video series I keep track of, there are some that are great and highly recommended, and then there’s the rest. I say “so far,” of course, because they could easily lose steam in a few months - but that’s always possible.

        Anyway, if you love games, watch a few Extra Credits episodes. They love games too.

vael:
“ Demi asks a very irrelevant question:
How do you make your game better than the Sims? Because someone, somewhere, probably has (or could) make a mod where you steal people’s souls. But that has shiny 3D graphics and multiplayer and etc....

vael:

Demi asks a very irrelevant question:

How do you make your game better than the Sims? Because someone, somewhere, probably has (or could) make a mod where you steal people’s souls. But that has shiny 3D graphics and multiplayer and etc. etc.

Given your experience with browser-based gaming, I have no idea why you would ask this, except as a question of just how good I can make the game.

There is no reason to compare the gameplay of 3D games to browser-based ones unless the BB game is trying to act as a 3D one. Game 3 isn’t even like Sims in any way. I don’t really know what 3D game it could be like, because it’s not designed as a 3D game. So, how could I make it better than the sims? Erm, I don’t know, by existing?

popular because you don’t stare at them for two hours making things happen. You play a minimal amount of time and get results, come back and do it all again. The reason MonBre failed was because it didn’t do that, it let you play as long as you wanted. People either got burnt out or subconsciously were like “wtf?” and quit, because no one cares about text and even ‘nice pictures’ as you seem to have an infatuation with, for more than 5-10 minutes.

And no, Sims wouldn’t have that. They tried multiplayer and it failed hard, no one has made a soul-stealing mod, they definitely haven’t  and won’t because the gameplay mod community sucks for sims 3, and even if it did exist it would be so bare and baseless.

Ok so let’s pretend The Sims wasn’t a terrible example and go with the one I thought of much later: Oblivion. Oblivion has soul stealing spells, you steal shit, whatever. You go ahead and dick around. You talk to people and etc. The thing is that Oblivion already does that kind of gameplay in a way more satisfying way than normal text could do - though I admit exceptional text could far surpass it. I just don’t know if “EBZ with no restrictions” would be *as good* as EBZ is - because those restrictions let them create the kind of amazing content that exists in the game. They don’t need to write 50 storylets about you stealing the souls of all the NPCs.

        I’d say most people would have given up on Oblivion by now if it didn’t have so many options for player created content and etc. - something Popmundo has socially if not in the actual game’s world (at least not on the level of player created races, quests, areas, items, texture enhancements, etc.). The other people would still be playing it because they can sit down and go nuts in the world, which is the whole “players creating their own story” thing. But that’s a lot harder to tap into in a primarily text-based game in the browser, because people can only do what you code for them to click on/type in. Players can only create the story of “I go around stealing souls” if you make that story for them. While you say, in theory, that your design would overcome these exact barriers that you mentioned would be in EBZ, they’re just as prevalent - if not moreso because of the larger scale of the project.

        I’ve been reading #AltDevBlogADay (which seems to post more than once per day, not that I’m complaining) and there are a few interesting articles of varying relevance. The first, The Fewest Number of Swings in a Fight, is about weapon design in games and you can take its lessons in terms of mechanic design as well. Basically, there’s the mathematical design (MurCity) where you have the fast weapon with low damage and the slow weapon with high damage and the ranged weapon with certain limitations. Then there’s the creative style where they have these crazy backstories and powers and the math comes later.

        Cats have nine lives is just about how death is implemented in games and it’s just something good to read if you plan on having death in your game. Off-topic but even so.

        Nobody Gives a Shit is about being an indie and what that means for your priorities. I think this one is important because a one man team has to be even more careful with his resources (time and money) than a team with a handful of members. The take home from this one, since it’s mostly about larger game development and especially consoles, is that you should make the mechanics of your game first and create something playable, if small. Then create the content. I.e. EBZ has been playable from the very beginning, even if all the content wasn’t there. All the mechanics were in place from the very beginning.

        You could say that’s what you’re trying to do with MurCity, but after a year? in development (will it be a year this summer? or two years? My memory D:) you still have plans to add more mechanics like groups and golems and farming and all of that stuff. For Game 3, rather than creating a massive world and adding the Soul Steal spell later and etc., create everything you want in a confined area. A demo, if you will. Build a little tavern, with the soul stealing and poetry and everything else established from the very beginning, and don’t worry about how they’ll work out in the larger context of the game. Just make the mechanics work in the confined area and tweak them as new areas create new problems. I doubt you’d need as much tweaking, if you KNOW your mechanics are great in the confined space. In as little time as possible, put together something that would make someone go “this is good, I’d like to see more”.

        This doesn’t change the fact that you have to create all of this content and any player-created stories are still variations on the possible stories you’ve set out, but there’s another problem with EBZ that you’d need to avoid: the very beginnings of EBZ aren’t fantastic. You quit and asked why you should care, and I played it for a little bit longer and said “go play some more, you’ll care” and now that we’ve been at it for a few months we love it. It grows on you because the good stuff really only comes into play once you’re established.

        But that’s because the game’s mechanics are relatively weak, the presentation is low-key, and your enjoyment all comes from the story. Take a game like Angry Birds or Cut the Rope for iPhone, and all they are is a neat little mechanic that makes you want to keep playing. Because the mechanics are simply and physics based, within five seconds you’re either interested in playing more, or you don’t care. Game 3 won’t be as simple or easy to pick up as that, especially because it’s text-based and not an iPhone game (both are limitations these days) but if you can grab people at the start, then you’ll keep them around long enough to experience the cool stuff. If they decide they don’t care within five minutes of signing up, you’ve lost them, because that would mean the good stuff doesn’t come until later.

        Also remove anything that could be seen as grind from the game. Content gaps and repeating the same uninteresting stuff are killer. I don’t know how you could deal with player choice to grind (i.e. me grinding low-level persuasive stories to progress faster) but that depends entirely on the situation.

        Hopefully this is somewhat coherent. I just pumped this out while waiting for the next bus so it may not be very well organized or persuasive.

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        To respond to the bit of the post that I quoted, the fact is that you do have to compete with other games even if they aren’t in the same medium. Unless the game really, seriously takes up absolutely no time to play which could be a bad sign anyway. If someone can play a shiny, 3D textured (though it could be 3D too), high definition version of your game on their console/PC, or even worse on their handheld, then you are screwed. Presentation does mean matter, as does convenience, and the other thing is that a full-fledged game has a budget and a team and a lot of other things that you can’t compete with. Flash-based Portal isn’t quite as good as the real thing. Text-based Portal would be atrocious. There’s a definite something to be said for physically sneaking into a building and stealing stuff compared to clicking a button that says “sneak in” and then one that says “steal stuff”.

I went to fencing last night, and ended up going to bed around 10:30 - getting up at 6 am was hard for me this morning. I’m considering moving my alarm up to 6:30, because I don’t really need the extra time, but this is as good a time as any to make this post about how early I actually go to bed.

        My schedule this semester is this: I have class at 8:30 AM from Monday until Thursday. It can take a good 40 minutes to get to school, more if I get really unlucky, so it’s best to leave early - the other thing is that early in the morning, the buses are less busy because there are fewer people making their way to work. Busier buses means it takes a lot longer to get to school. So, that’s why I get up so early - I’d rather spend half an hour extra at school than half an hour extra in transit and get to class right on time.

        I happen to like getting up early, and don’t mind going to bed early to do that, which makes me the polar opposite of just about everyone I’ve ever met. A couple people barely every sleep, the rest are all night owls, and so I have this problem where every couple of night at 9 PM I get messages from people who aren’t going to bed any time soon. Maybe they have something important we need to talk about, maybe not, but of course I want to talk. Then I end up staying up for two hours and start getting ready for bed at 11 PM instead of 9, and then I end up crazy tired and it’s not really anyone’s fault. The thing is, I was likely online for hours, and they probably were as well, so why this almost always happens at 9 PM is a mystery to me.

        So here’s my request: By 9 PM, I’m already winding down for the night - I’ve been up for 15 hours already, and I need to sleep. Talk to me earlier. Talk to me at 5 PM. Just keep in mind that I have a totally different sleep schedule from you.

        Actually, there is another option - if and when I mention that it’s late/I’m getting ready for bed/I should sleep/any other not-so-subtle hints, tell me to go to bed and refuse to talk to me. It’s so incredibly nice for you to consider my best interests like that and I’m actually grateful towards the one person who ever does that for me. So that’s something else you can do that takes into account the fact that I may not be ready for bed yet.

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        Listening to an episode of the Hey Ash Whatcha Playin’ Podcast titled Come Here Uli, and here’s a brilliant quote about game design:

        “In a movie, you’re being asked implicitly to empathize with a character. In a game, you’re trying to do two things at once: you are trying to empathize with a character and to be a character at the same time. In something like inFamous, if you’re just trying to empathize with the character, when his girlfriend comes up like ‘raah I’m angry about stuff and later on you’re going to have to decide whether to save me or not’ then you can look at that passively, as in ok, we’re going to learn something about who this character is by how he decides to deal with his girlfriend. When you’re controlling him, and your girlfriend is like 'raah I’m mean at you for blowing up the city completely by accident and not your fault and later you’re going to have to decide whether to save me or not’ then it’s no longer a matter of 'what would Cole do, I’m interested to see how he grows’. It’s like ok, I guess what am I doing in this situation? I guess I’m supposed to manufacture a two year history, mentally, with this girlfriend I’ve just met, and in the entire time I’ve known her she’s just been a bitch to me, but I’m supposed to extrapolate that at one point this character, and therefore kind of me, but kind of not, once cared about her.”

So here’s the big post I planned to show everyone the cool stuff I’ve been doing, which was supposed to have instructions for you fine folks to set them up for yourselves. Ideally, it would be so easy even my dad’s friends who read this could do...
ZoomInfo
So here’s the big post I planned to show everyone the cool stuff I’ve been doing, which was supposed to have instructions for you fine folks to set them up for yourselves. Ideally, it would be so easy even my dad’s friends who read this could do...
ZoomInfo
So here’s the big post I planned to show everyone the cool stuff I’ve been doing, which was supposed to have instructions for you fine folks to set them up for yourselves. Ideally, it would be so easy even my dad’s friends who read this could do...
ZoomInfo
So here’s the big post I planned to show everyone the cool stuff I’ve been doing, which was supposed to have instructions for you fine folks to set them up for yourselves. Ideally, it would be so easy even my dad’s friends who read this could do...
ZoomInfo
So here’s the big post I planned to show everyone the cool stuff I’ve been doing, which was supposed to have instructions for you fine folks to set them up for yourselves. Ideally, it would be so easy even my dad’s friends who read this could do...
ZoomInfo
So here’s the big post I planned to show everyone the cool stuff I’ve been doing, which was supposed to have instructions for you fine folks to set them up for yourselves. Ideally, it would be so easy even my dad’s friends who read this could do...
ZoomInfo

So here’s the big post I planned to show everyone the cool stuff I’ve been doing, which was supposed to have instructions for you fine folks to set them up for yourselves. Ideally, it would be so easy even my dad’s friends who read this could do it!

        So I tried to get a few people to test the Rainmeter setups, and had a few failures and a lot of indifference. This after I spent three hours writing instructions for it instead of studying >.> So I realized I should just share my Rainmeter setup with anyone who actually wants it. Let the rest of you figure it out on your own like I did *shakes fist*

        So I decided not to spend even longer writing instructions for Miranda IM, which I love despite its HORRIBLE, HORRID, HATEFUL, IMPOSSIBLE TO NAVIGATE community and resources. I’ve got it set up and you can all be envious of my setup unless you really like it in which case I’ll help you unlike the jerks on the Miranda forum. Apparently they’re helpful on IRC but screw that.

        First picture is my default set up - uses Gnometer, Enigma for CPU/RAM, and ABP for the launcher/notes. I’ve moved the notes skin to the other side of my screen for symmetry and giving myself more room for unsorted files. The taskbar is set up using the Appows Work Classic theme for Windows 7, and the start button replacement is from the Appows suite, with Start Killer hiding the default Windows button.

        Second picture is an excellent Persona 4 HUD. Your party in P4 typically has 4 members but I can’t think of anything else to measure - the ones there are measuring CPU/RAM and HDD Space/Battery.

        Third picture is the Superbar skin. Quite simply the best Rainmeter taskbar I’ve seen. As in, you could actually use it as your taskbar. I’ve been working to make use of my taskbar, though, so I don’t really want a replacement right now.

        Fourth picture is my Miranda IM contact list - little tab always on top of my windows, expands on mouseover. I love it. Uses the modern contact list and Malice Tab skin.

        Fifth picture is my Miranda chat window - uses IEView (Adium SL Glass) and TabSRRM (x1).

        Sixth picture is Assasin’s Creed: Project Legacy on facebook. From my perspective as a console gamer (its target audience), it’s the “best” facebook game I’ve played so far. It’s certainly not the “best” social game I’ve played - it fails all the social requirements of the usual facebook games. That’s exactly what I like about it. No “get help from your friends” stuff, pretty much no social anything really, which suits me just fine. The interface is slick, and they spent the time and money to write multiple bits of text for each mission.

        Oh, there’s one thing it does that I really like about it in comparison to your usual facebook “RPGs” like Mafia Wars: you have stats other than strength/defense and energy/PvP energy. You only have one energy pool, first of all, and second of all your stats are (mostly) useful bonuses. Every stat point you put in increases your maximum energy, then your first stat increases your max for every 10 points you put in (useless). Second stat increases the number of things you can craft at once (+1 for every 10 points). Then you have a stat for bonus money and a stat for bonus chance to receive item drops.

        Anyway this post is finally up and now I feel better.

You may or may not know a lot about EchoBazaar. But suffice to say that this is big stuff.
I got a snazzy Archeologist’s Hat, and I engaged in a rivalry with a wealthy man and an attractive female devil (literally). I foiled their plans and gained...

You may or may not know a lot about EchoBazaar. But suffice to say that this is big stuff.

I got a snazzy Archeologist’s Hat, and I engaged in a rivalry with a wealthy man and an attractive female devil (literally). I foiled their plans and gained control over the area, and discovered… this. This thing.

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On another note, speaking of things which I cannot describe to you and simply must be experienced, here is an absolute must-read if you care for games at all. Even a little bit.

Click Nothing

Notice that I’m not linking you to a specific article, because there is so much amazing content here that I don’t have time to read it and subsequently write about it. These are posts about how fashion games could be good, and what game developers can learn from 300, and those two alone should commit you to reading one or two. This comes from Episode 25 of The Electric Hydra which is pretty good too.

GodVille

I don’t think I’ve made a tumblr post about GodVille, so this is my post about my entire experience with the game.

        I failed to be engaged by this game at every level.

        Maybe playing it as a Google Chrome extension would have been more fun, but I don’t use Chrome that much and I wasn’t engaged enough to want to open a browser to play it. That is, I wouldn’t open my browser solely to play it. I would, absolutely, open my browser and do nothing but play BvS. I open my browser just to play EchoBazaar multiple times per day. If I remembered GodVille at all, it was as “well I’ve got five seconds to waste.”

        After the first few days I stopped reading those amazing journal entries. I just checked my hero’s equipment, healed him if he needed it, then went off. Even generic facebook games engage me - for whatever brief period of time - more than GodVille did. I just felt absolutely no reason to “play”. As an iPhone app - something I would have instant access to, anywhere, any time - it might be perfectly acceptable. Tolerable for a few minutes per day. But when I try to go for a PvP fight - the most involving part of the game - and it takes half an hour, with no signs of stopping (both the other player and I had stocked up on healing power), that’s bullshit. You don’t spend half an hour in a single PvP fight in a real game, and you shouldn’t spend half an hour in a PvP fight in a game that otherwise involves no real “gameplay.” I wasn’t sitting there watching the stupid fight, namely because it is stupid, but I tabbed over every once in a while to click heal.

        I think there’s some kind of passive bonus if you’ve on the page (“watching your hero”) during a PvP fight? But essentially what it amounts to is a big waste of time for two people, when the fight could move 2-5x faster and nobody would be hurt.

        So I quit before the fight was over and decided I didn’t care who won, but I went back a few minutes ago to tick the “pure Zero Player Game” button. For the record, I did not check to see who won the fight. But what the pure ZPG button means is that my hero will revive himself and continue doing the exact same thing he had been, until their servers go down or they implement inactivity deletion.

        The true lesson is that a game needs to be engaging, as opposed to “immersive” or “good” or any of these other things. Vael said it in a post about Echo Bazaar - it’s not like the gameplay is very “good”, it’s just so damn interesting that you can’t give it up. Its interactive story, unique to it as a game, makes it engaging. In Billy vs Snakeman, the basic form of engagement is character progress - get more shiny stuffs to power up your character, do more content, get more stuff. I’ve reached the very tip of the shiny stuff iceberg, and I’ve stopped playing my daily stamina. I go on the weekends for BillyCon (in-game conventions, which are amazing) but aside from that I’m just not engaged anymore. I was more engaged in the game while grinding stats than I am with my current stage of “throw stamina at monster, hopefully get reward.”

        So, engagement. Something browser based games have to work really hard to create. I’ll also note that I haven’t logged into MurCity or MonBre for months, even though I would only need to go on for thirty seconds. Again, no engagement anymore. I’ve tried a few skill builds and that’s that, unless I were to try a different race.

        I’m not really going anywhere with this, but there you go. Stay tuned next time for similar ramblings about the current “console generation,” which will likely become an outdated term in a few years when the Wii 2 comes out!

In congratulations to vael, with his new office job, I present a fifteen minute video about why people can’t get work done at work - mainly because they’re interrupted by managers, meetings, and other employees, all of which are things they can’t avoid.

        Given that the rest of us do most (if not all) of our work in isolation, within reach of a computer, the distractions we face are voluntary (or perhaps compulsive). We may get no work done because we check our e-mail, facebook, browser based games, etc. every fifteen minutes. He proposes that we go through stages of work, similar to stages of sleep (which you should already know about), and that we need long stretches of uninterrupted time to properly get anything done. Also like stages of sleep, there may be natural lulls in our productivity, at which point we can check our e-mail without any harm.

        That’s the video in a nutshell, but I thought it was worth posting anyway. I dearly love the two three hour breaks I have on tuesdays and thursdays - I can sit down and code or study and just get things done. On mondays and wednesdays, I have two 1.5 hour breaks, which are in no way equivalent to one of my three hour breaks. It helps to remove distractions by turning off my wireless card, but I have to spend 5-10 minutes walking to my next class, another few minutes getting set up, etc. It all adds up.

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        Also pretty good is Tom Chatfield’s 7 Ways Games Reward the Brain. I love the idea of using this kind of info to “game” people into being more productive, healthy, efficient, or… well, better at everything really.

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        Remember BumpTop? I was organizing my desktop the other day when I felt like Windows 7 was supposed to have some feature where you put things into a “pile” instead of a folder, and then I was like OMG BUMPTOP. I found a copy (which is theoretically alright because they were giving it away before taking it off the site) so I’m going to try it out. You can probably find it yourself if you like, but I can get it to you if you’re interested.

I have the unknown pleasure in my inventory. Or at least the key to get to it.
But I hoped I wouldn’t have to use it. Oh, how I hoped.
post-adventure edit: Uploaded pictures of most of what I saw. I missed one opportunity card that was pretty cool....

I have the unknown pleasure in my inventory. Or at least the key to get to it.

But I hoped I wouldn’t have to use it. Oh, how I hoped.

post-adventure edit: Uploaded pictures of most of what I saw. I missed one opportunity card that was pretty cool. The above picture is EB14, so EB15+ is all spoilers.

extra edit: aw man, lost my opportunities hand, I was saving those

Oh yeah. It’s on now.
edit: Also got my invitation thing to Godville. Vael, add the god Lunacy as your friend. Or the hero Demi Victus. I don’t know how it works.
As far as the game goes, I see what you mean. It’s like a slower version of Progress...

Oh yeah. It’s on now.

edit: Also got my invitation thing to Godville. Vael, add the god Lunacy as your friend. Or the hero Demi Victus. I don’t know how it works.

As far as the game goes, I see what you mean. It’s like a slower version of Progress Quest, with the addition of some small amount of player influence. I’ll just have to see how PvP works.

9 Hours, 9 Persons, 9 Doors4

9 Hours, 9 Persons, 9 Doors is a game for the Nintendo DS. It is something that might actually be worth emulating on PC. It combines the text-focused story of visual novels (PC games) with the puzzles of an escape game (PC games, generally flash). The puzzle segments, of which there are 16, take about half an hour each. That’s eight hours of content. Aside from that are sections of pure text - some as long as an hour. I’m going to estimate a dozen hours of content.

So basically this is a choose-your-own-adventure book with puzzles and music, and interjections of science that would be cool to know about, with a story that makes sense. And is good. And the puzzles, apparently, aren’t as horrid as the kind escape games normally feature.

Are you interested yet? Please be interested.

remnoca:

It’ll probably be port throttling, if you can upload on an uncommonly used port then you should be fine.

Give me an uncommonly used port and tell me how to figure out what ports I have been using in FileZilla/FireFTP. And also what ports I am using in Steam and xfire.