Insomniac Games creates "social games" division4

First of all, I think I’ve already mentioned here that I adore Insomniac. They’re just cool dudes. But second of all, this is actually a good, concise critique of the majority of facebook games (and whatever mobile games there are that take after them). I don’t really have much to say that isn’t already mentioned there, so go check it out.

On the subject of how problems and goals work in game design, here’s an Extra Credits episode more relevant to “core games” on choice and conflict. It’s not a new episode, but I thought of it right away as I was reading the Insomniac post, and I don’t think anyone has actually started watching Extra Credits on my recommendation yet. So I’ll keep linking to good episodes and that’ll be enough.

Here’s a wonderful RSA Animate video about public education and how it could be changed. I have thoughts, but most of them would serve to convince me to abandon the comfortable wagon I’ve boarded here at university and I’m tired so it’s not really the time for thinking anyway.

        For a mostly unrelated but still incredibly interesting idea that’s sort of like this but applied to the workplace, read up on the concept of flow proposed by Mihály Csíkszentmihályi. I’ve been reading a sci-fi book distributed for free on the internet where the core concept is that this was successfully applied to all work, creating a new term for work called “grinding” because work became as entertaining and engaging as video games, thus a job became a “grinder game.” It’s conceptually interesting but reads a lot like fanfiction because characters have names like “D_Light”, “TermaMax” and worst of all “A_Dude”.

        I’m not even joking. There’s a character called A_Dude.

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”.

Man Cured of HIV4

This is pretty good news, assuming they can learn something from it and devise a better/easier/safer/whatever way to do it.

In other, much less life-saving news: I got Miranda IM up and running, and it is beautiful. I have a small tab on my desktop for it. My contact list appears when I mouse over it. It does everything I liked from MSN, and it does everything I liked from Xfire (including launching games, displaying what you’re playing, and displaying what friends are playing) and it looks better and takes up less room. It took me several frustrating hours, but now I can share my knowledge with others.

And, for the first time in five years, I may uninstall MSN. That’s how good Miranda is. Expect that post alongside my super-duper post tonight. I’ll see if I can find out how to create easy installers for my Rainmeter stuff, and stuff.

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.

10,000 Hours to Mastery4

This was referenced in an otherwise unremarkable TEDTalk I watched (Jane McGonigal’s Gaming Can Make a Better World) and I think this is probably the best thing. If you put in 10,000 hours at something, you’ve mastered it. Ten thousand hours into WoW, you’re god-tier. Ten thousand hours doing linguistics, you’re uber linguist. In the TEDTalk she said “ten thousand hours before age 21”, and while I haven’t read the thing I’m linking to, it probably explains the idea decently well. Whether the age thing is a factor or not, I don’t know.

That being said, I have very little time left to accomplish ten thousand hours at one specific thing. Reading books and using a PC, perhaps. No particular games or talents, though.

Anyway you can look up the TEDTalk or read the above link, or do neither because the sentence “putting in ten thousand hours to something means you’ve mastered it” pretty much sums it up.

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.

BarTab 4

I wasn’t going to post about this add-on at first, because if I posted about every firefox add-on I find, we’d be here for a very long time. However, I found out how useful it is last night when I spent a few hours browsing the web and relaxing, so I think it deserves to be posted.

        Side note: FF 4 has a built in feature similar to this, though BarTab has more options for customization, so it might be worth using if there’s an update.

        The basic idea of BarTab is that you don’t really need to keep a tab in memory when you aren’t actively looking at it. So the main draw is the feature to “unload” a tab after a user-specified period of time - if you don’t look at it for a minute, or ten minutes, or 30 seconds, then it will be unloaded from your RAM or however firefox keeps track of your tabs. When you go back to the tab, it refreshes the page.

        You’ll notice a huge performance boost when you’ve got dozens of tabs open with BarTab and without it - while the tabs are still there and available for you as soon as you want them, you’ll be running just as fast as if you had only one or two tabs open. Because that’s exactly what’s happening. It’s actually really, really nice in action, even if you don’t typically open a lot of tabs. The one time you do, it’s pretty great.

        That being said, you’ve got more options than just unloading tabs. You can tell firefox not to load a new tab until you focus on it - I found it slightly annoying because it literally doesn’t load the tab at all, so all you see is “lifehacker.com” or something and don’t know what the tab is supposed to be. I prefer to just set the unload time fairly low - I had it at five, but I’m thinking I might go lower and add exceptions.

        Adding a domain (www.tumblr.com, www.facebook.com, etc.) to your exceptions list keeps tabs from that site from being unloaded. You can manually type them in the add-on options, or right click a tab and pick “keep pages from www.tumblr.com loaded”. So my thought is to lower the unload time to a minute or two and then add exceptions for sites I don’t want to lose. While I’m reading a feature or review on Destructoid, the others I opened will unload until I’m ready to read them. On the other hand, I won’t lose the posts I’m working on or the conversations I may be having on facebook.

        Check it out, it’s quite neat. Even if you don’t think you’ll notice much of a difference, it really isn’t intrusive and it works quite well if you ever spend more than a few minutes in a single tab.

dickmcvengeance:

I’m looking to make these decisions in my own life — subtracting tasks from my thought process so that I can actually get things done. I’m constantly feeling restless — as though there’s something bigger that I should be working on — and I can’t seem to make any real progress on the bigger goals I’ve set for myself. With three months left in the year, I’ve cut out surprisingly few of my half-year goals. I’d like to fix that, and I think that writing out my ideas on here will be one part of the process.

So, I read Destructoid.com and Japanator.com pretty religiously, despite never getting around to actually playing games or watching anime. There are plenty of reasons for doing so, but one is that they are full of incredibly smart people with great stuff to say. One of those people is Brad Rice, the editor-in-chief of Japanator, and his Thanksgiving post linked to his personal tumblr. I’m reblogging it because all of his original-content posts make me feel good about life. From what I understand he’s in his late twenties (please don’t let this be wrong), living with his parents, editor of a relatively successful and relatively well-known anime blog, and through that, got a job working for Vonage that lets him continue his editorial duties.

        The fact that there is nothing uncool or wrong about any of that is what makes me feel great. Yeah, he’s at an age where a lot of people would say “whoa japanese cartoons, what are you doing with your life”, and he lives with his parents (or lived as of one post), and he got a “real job” - thus “selling out” or what have you. But dude’s got his life in order, and I think I won’t be the only one inspired by that.

        I’m reblogging because that’s pretty much the easiest way to make your existence known to someone on tumblr, and hopefully that won’t be weird. Given that I’ve mined a public site on the internet for details about someone’s life to share with a few friends, that’s questionable. At any rate, here are some highlights that I would classify only as “recommended reads,” simply because your mileage may vary.

        And a lifehacker post titled Why Technology is So Addictive, and How You Can Avoid Tech Burnout was linked somewhere, but I lost the post, so there’s a bonus that is a must-read.

Site-specific browsers4

I haven’t fooled around with this too much, and I also have the issue of having a billion things I want to do on the internet on a regular basis, but this is pretty neat anyway. Maybe you’ll find a use for it. Maybe I’ll find a use for it!

        Here’s what it does: Adds a button under the tools menu for Firefox (the desktop version probably works differently) for you to make a little icon on your desktop, taskbar, etc. that will go directly to the site you’re currently viewing. By default, you get the site - that’s it. No address bar, no navigation buttons, no distractions. So you take your Gmail inbox, you take your calendar or to-do list manager of choice, and you get little icons to open them up. Facebook, maybe tumblr, whatever.

        You get out of bed, check your stuff (inbox, new posts, things to do today, whatever), interact a little (reply to an e-mail, make a quick tumblr post, add an event), go to work, the end.

        Chrome has this feature by default, and Prism is a firefox extension for it. I guess it just depends how you want them to be rendered? Bubbles, for Windows, renders it in IE. If you actually want that. Aside from that, I’m not entirely sure what differences there may be in performance. If you’re using Chrome, the “create application shortcut” option under tools will do that for you. Firefox says “convert website to application.” As far as Bubbles goes, I’m not sure.

        Looking at Bubbles, it has extensions that allow notifications for specific sites. That may put it above Prism and Chrome, because you really only want to check your e-mail when you know there’s something there. At any rate, check ‘em out, do some research if it sounds useful. You expect me to do everything for you?!

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edit: looking at Bubbles some more, it’s pretty ancient, no posts on the site or anything for months - probably best to skip that one, but that leaves the notification issue unresolved

edit2: guess Prism makes its things in a dumb way, so use Chrome’s thing - I don’t think you need to use Chrome at all or anything after you’ve created the application

edit3: Looking at Snarl and Growl to fix the notification issue. Yip allows access to these through Firefox. Research continues.

edit4: Yip seems more or less dead - the download link isn’t working, anyway, and cursory glance at google results didn’t turn up an alternative download. I question the need for these notifications in your browser when you already have Snarl/Growl providing desktop notifications.

Snarl is, from what I can tell, developed for windows - Growl is a port from Mac, and this means it has great iPhone support. If that’s your jam. Both seem to have a number of useful add-ons to support whatever you want them to support, so yeah.

Though this brings us full circle and makes the site-specific browser entirely useless. I mean, it would probably load faster than opening a shortcut in your browser. But when would you use it? *shrug*