Game talk

This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.

When is a Clone

 Posted by (Visited 15542 times)  Game talk  Tagged with: ,
Jul 232014
 

Just some relatively incoherent notes here, originally written in an email… this post may serve as useful background as it expresses many of the same thoughts in a more coherent form. This was written in part in response to all the discussion around cloning going on in the game industry these days. As it happens, today I read this Gamasutra blog post:

Everything that can be invented has been invented.

Svyatoslav Torick

Which prompted me to post this here.

“Game” here used in a strict formal sense, to save me from typing “ludic artifact” over and over again.

taflMost games can be described as rules (e.g., processes that are largely based on conditionals, limits, and actions) and sets of numeric values (number of an asset type, values for things, etc). You also have a variety of metaphors and presentation elements that are used to convey these: visuals, sounds, etc.

In general, if we see a game that has all the same rules and all the same scalars, but uses different presentation, we can consider that “a reskin.” It is exactly the same as a Lord of the Rings chess set or the like.

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Interactive Mountain

 Posted by (Visited 13715 times)  Game talk  Tagged with: ,
Jul 102014
 

mountaingameEveryone is talking about Mountain.

Mountain is a game where you see a 3d mountain. It can be turned. You can play some notes on the keyboard. The mountain does things on its own. Trees grow, clouds, etc. It “says” things. Stuff falls from the sky. It’s pretty.

There is nothing you can do to affect the mountain, at least not that anyone has discovered.

Now, obviously this is the sort of thing that would get called “not a game.” And in fact, while praising it, some get perilously close to saying exactly that, in academic lingo:

Just to be clear: Mountain is not a text. It shouldn’t be treated as one. Mountain is best understood as an exercise in form — it’s a small, contained work that depicts and explores a mountain as an object.

At Critical Proximity I pointed out that the avant-garde/art/whatever games would have been called “formalist” in any other medium, so I like this observation.

Here’s Brendan Keogh reacting negatively to Mountain:

I thought I would write a piece about how it makes a point of nothing-ness in a really interesting way. In its menu, where it explains the controls, both ‘keys’ and ‘mouse’ are said to do “NOTHING” despite this being clearly false (keys play musical notes and the mouse rotates and tilts the mountain). It seemed like an explicit commentary on videogames and nothingness, and I thought that would be cool.

But I found it so boring.

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Privateer Online

 Posted by (Visited 17380 times)  Game talk, Gamemaking  Tagged with: , ,
Jun 192014
 

privateeronline7In the wake of the excitement over No Man’s Sky and its procedural worlds, I thought that it might be a good time to tell some of the story around the version of Privateer Online that I worked on, that never saw the light of day.

After I moved off the UO team, I worked on several MMO concepts for Origin. The mandate was explicitly “come up with something that we can make using the UO server and client pretty much intact, without big changes, because we need it quick.” This limited the possible projects enormously, of course.

So I started developing one-sheet concepts that fit the bill. None of them got farther than a few pages, and the idea was to give execs some choices on what we would go make.

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Monkey-X

 Posted by (Visited 15629 times)  Gamemaking  Tagged with:
May 132014
 

Monkey-X is my current favorite language for doing game prototypes and even full projects. It isn’t at all widely known, and has more than a few rough edges, but I still find it congenial and thought I’d share so that more people will give it a try.

When I went looking for something to code in, I had the following criteria:

  • Get stuff on screen in under an hour. Ideally, under ten minutes.
  • Output to as many platforms as possible.
    • Web, because that is useful for accessibility, Facebook, demos, and more.
    • Desktop, because that’s where midcore and core gamers still live.
    • Mobile, because the whole world is moving to touch.
  • Avoid porting. Porting is tedious and expensive. Yes, you get the advantage of maximizing use of the hardware, but the fact is that there’s a lot of headroom on hardware these days.
  • A community large enough to supply libraries for things I don’t want to write myself. I am no great shakes as a coder, you see.
  • Syntax that doesn’t make my eyes cross (looking at you, Objective C).
  • Garbage collection. Why? Because I always mess it up, and then it gets in the way of being productive.

Monkey-X met these criteria, though the community is still pretty small.

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