Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, January 04, 2008

Playing the Philosopher

So, a funny seed of an idea popped into brain. What about some story-driven game (RPGish perhaps) where you play a philosopher. The philosopher collects different arguments and beliefs and then evaluates them. Criticizing your arguments will make them stronger, but become too skeptical (possibly in conjunctions with other arguments or beliefs) and you can no longer use that argument or hold that belief.

Do that the latter enough, and then you become a nihilist. And goddamn it we hate nihilists. Fuck me! Let's say that they are the enemy or something. You don't want to do that.

In life, I've always considered becoming a nihilist like playing the game of philosophy and losing. You tried to come away with stronger beliefs and you ended up with none. You failed it. Maybe I'm wrong, though. /me shrugs.

Then you take this interesting subsystem and apply it to a broader context. Having certain beliefs allows you to do certain things, like say cast certain spells. Being able to perform certain arguments allows you to do certain things in a social context. Get people to act a certain way or whatever. Or simply just spread your ethos.

I'd work on this right now, if I wasn't busy trying to bang out something else out for the EGW. Maybe after...

Friday, November 16, 2007

Expression

My first 'end' for games is (hopefully) the most egoist of them all. Not in the derogatory sense, just in the sense that it had mostly to do with me and what I want and need. It is simply the fulfill my need to express myself.

Games are a media, and by that I mean only that it can communicate ideas, regardless of any other capabilities it may have. I'm pretty terrible at any other conventional mode of communication. I can't play an instrument, my drawing never really makes it past the crappy sketch stage, and my writing is mediocre. Note that I don't actually give a shit, I will continue sketching or scribbling and such, but I know that I'd like to produce something really nice and I dunno, good.

So yeah, that's one goal I have for my games, but I have others that are not so self-centered.

Monday, July 09, 2007

Game Playing; some results

Well, I completed a campaign in Battle of Wesnoth; "Tale of 2 Brothers" I think it was called. The writing was atrocious, however the missions were immense fun. I really like the map design in some of the later missions, because it had some really crunchy strategic options and choices. My complaint was that it could have been longer, but whatever. There are plenty of campaigns to choose from. I play around with some more.

I also completed a 'world' in Which Way Is Up. 'World' meaning a set of level. The game is interesting for the rotate level mechanic, which while it created some cool experiences became rather gimmicky after awhile. And it one had one enemy type, so by the end it got rather monotonous. So I wasn't going to continue to world 2, but I got a what-the-heck attitude and decided to try out the second world. Oooo a new enemy type! Oooooo more puzzley level design! Maybe I'll play it some more. But......

I started playing Wilfred, The Hero. Holy crap, this is engrossing. The art design and level design are well done enough that just walking around (usually the boring part of RPGs) is fun. Wilfred also puts in a lot of side bits, which are impossible for you to get right now, but seem enticing enough to make you want to try to get the ability to get them. Treasure chests on islands just out of reach, or behind a big, scary monster. My only real complaint is that there perhaps a little too many treasure chests. They don't exactly feel like uncolored keys yet, but I'm worried that I might be seeing a bit too many chests and then they will bore me. However, for the moment I remain cautiously optimistic. Because seriously, if even I'm wrong, would treasure chest saturation really make this game much worse? I say no, but who knows? The story seems cool enough, but I'm worried it might become too hamfisted for me sit through. Though really, a very subtle RPG story might only exist in parallel universes.

Thursday, July 05, 2007

Game Playing

I finished Within a Deep Forest, thus finishing another indie game I just had to. I definitely like atmosphere of it. What I find interesting about both WaDF and Knytt (nifflas' other game, which I finished awhile ago) is that while both have a fair bit of backtracking, it never really felt tedious. Despite the games being low on the enemy count, traveling around was fun and compelling. I figure the blame lies in the fact that the level design in both are quite elegant. The levels were never too hard for too long, often after one difficult screen will be some easy relaxing movement. Also the nonlinearity of these games lends very nicely to exploration fun of it.

I'm now playing Battle of Wesnoth and Which Way Is Up? With Wesnoth, I'm very interesting in the possibility of designing campaigns or modding it in some such way. Turn based strategy is a favorite of mine, so I figure it'll do me some good to mess around with it. Which Way Is Up is 2d platform game done for the PyWeek competition, where python game coders will spend a week on making a game based on a particular theme. The game is obviously inspired by And Yet It Moves, but so far I actually like this one more. Some how the movement feels more polished, but I'm willing to go back just to confirm. I'm also interested in the idea of using open source games written in Python/Pygame with the possibility of playing with the code and seeing if I can make something fun.

Oh and I also started an imageblog, HUD Burn-in. It's an experiment, so I'm just running with it, seeing how far it goes, if keep up with it, etc, etc...

Friday, June 15, 2007

BackFlash: Master of Orion

I've been playing a ton of Master of Orion (the first), with DOSBox, recently.
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I love space combat 4x games, although I've played an appalling lack. Mainly this and Ascendancy. I've got Galactic Civilisations (from retail no less!) but somehow, I always end up going back to this. Somehow Galciv feels almost clunky compared to MOO. Then again, I might just be more used to the older game. Still, it feels like there is more variation is Master of Orion, but somehow it seems to be a bit more elegant. It does not feel like any element is extraneous or pointless. The space created by the game by variation of species/races, variety of game types, and just randomness of the board setup is fun to explore.

What I find very interesting about this game is how much personality each race has. The way they acted diplomatically, style of playing the board, as well as the little bits of fiction seem to mesh beautifully and vibrantly. And the oddest thing is that when playing as the one of the different races, just via their advantages you tend to get into the personality of that race. You'll feel like a Darlok, always sneaking around stealing technology and upping your computer power. What's a Darlok? Think Jawa. Anyways, I figured I let you guys know about it.

Relevant Links:

Master of Orion @Wikipedia

Jon Sullivan's MOO I Resources

DOSBox, an x86 emulater with DOS

Wednesday, February 14, 2007

Fun for the audience

The other day I was wondering why more computer games, especially multiplayer games, don't have a spectator mode. It's implemented in a primitive way in some FPS games (HL, Unreal Tournament) but I wish to see it more developed and widespread. A problem I see with computer games is that they lack the community aspect of console games and any other type of game; board, card, sport, etc. To watch a FPS fight or a racing game bout, the would be observer must become a full participant, and there is only so much room. Of course, there is also the needed skill to have fun playing with your opponents. Crowding around the computer screen is a possible solution, but c'mon, computer screens are only so big.

I became aware of this particular problem at a LAN party, where there was a big screen setup so that everyone at the party, even those not participating could be simple onlookers. I was at once both excited and disappointed. I was glad that I got to watch and cheer my friends on, but disappointed with how crudely the tech was. I wanted to watch the fight, not simply cycle through the views the players. To be certain sometimes it was supremely satisfying, but other times I wanted to take control of the mouse, just so I could see. Wouldn't it be great if I was a newbie and I just wanted to watch some advanced players do what they do. Hell, I could chat it up with some of the others watching the game and have some running commentary going. I think this would be totally cool for racing and fighting games. You have that mimicry fun of cheering in the stands for your favorite, or all of them if you prefer. Honestly, I think the key here is to design the system so that spectators use up much less bandwidth then players.

But what about single player games? Consider this. Imagine playing first person rolepaying game on the computer. I know, I know, I've been using the first person perspective a lot in this post, but it so neatly illustrates the different perspectives of the player and the audience. You've got a cord running from the TV you have so nicely set up into the computer and your friends are watching you play this game. And this would not be just a clone of what you're seeing. First person perspectives tend to get disorienting after too long on a TV for some people. What they see is a more cinematic view. Cutting from various angles as the world calls for it. Possibly also a frequency setting so that you can go from something that's like a Kubrick tracking shot and/or John Ford landscape shot (long takes) to something that is more from an MTV style of editing. Uncluttered by all the UI elements that you as player need to properly play the game, your friends on the couch get to follow and cheer you on your various exploits. You've just turned a couch full of friends into a merry band of minstrels singing songs of how brave you are. And who doesn't like a band of ministrels? Maybe more some elements from sports TV and have stats and other various pieces of info displayed in a easy to read and digest manner on the screen on a part time basis. Sports know how to present their game on TV and get people excited to watch it; it might be wise to learn a little from them.

Saturday, January 20, 2007

Slamming Slamdance

Of course the internet is abuzz with this Slamdance controversy. It is a pretty serious affair. I am a firm believer, not only in freedom of speech, but that every artist deserves a forum for their expression. Skipping over the discussion of "what is a artist?" and whether SCMRPG! is work of art, the fact that they were actively courted by Slamdance and then kicked out of the festival is just despicable. I cheered from my computer chair as other games withdrew in protest. It is well documented how the Comic Code strangled the comic book industry's voice for decades. It wouldn't be too wise to submit another medium to that prison.

So when I first read Jason Rohrer's The Death of Slamdance I disagreed. You have to stand by your principles for them to mean anything, I thought. It would be sign of weak morals if you backed out of your decision to back out. But I got to thinking that line of thought was far too stubborn to be right. It's a little too Dubya for me. I mean, what's there to gain from continuing to stay out of the competition? They've already garnered a ton of publicity for their actions, they've draw attention to the issue; they've accomplished all the goals that an action like that can plausibly have. To continue along that course would be to condemn what could otherwise prove beneficial to our mission*, the Slamdance Games Festival. We should open the avenues of discussion. People from both sides should talk about why this occured, what caused it, and what can be done to make sure this never happens again. If its regretful decision they should be able to talk honestly and candidly about why this decision occurred. If they can't, then we should probably rethink attending next year, but we should at least give them a chance to defend their position, no? They probably won't take it but whatever, it's only fair we at least give them the opportunity. Can't hurt, right?



* which is making awesome games of course!