Games
[The following text is part of my upcoming master's thesis on the use of game mechanics in therapy games for children. This is just a rough first draft, and I gladly welcome all critique and suggestions – be it on a content level or regarding my use of language. As part of my master's thesis I am analysing already existing games that are commonly known to be addictive. A lot of those games are Facebook games.]
Most Puzzle Bobble clones play quite similarly, with their graphics being their most distinguishing feature. The outliers are Bubble Island, which adds the element of time pressure into the mix, and Woobies, which comes from another era of online games, and lacks most of the additional game mechanics the Facebook games use. This core mechanic can be expanded upon, allowing the Facebook game studios to find ways to monetize the game. The game is easy to pick up and is equally well playable with any input device, be it a mouse or a track pad, making it an obvious candidate for a casual game. It is deceptively simple to play: aim, shoot, aim, shoot, with hardly anything that takes the player out of the flow.
[The following text is part of my upcoming master's thesis on the use of game mechanics in therapy games for children. This is just a rough first draft, and I gladly welcome all critique and suggestions – be it on a content level or regarding my use of language. As part of my master's thesis I am analysing already existing games that are commonly known to be addictive. A lot of those games are Facebook games.]
Diamond Dash by Wooga superficially looks like a matching tile game similar to Candy Crush Saga or Bejeweled, but works slightly different. Diamond Dash lacks some of the refined features of its competitors. When compared to Candy Crush Saga, Diamond Dash seems a bit rough around the edges, both art-wise as well as in the use of game mechanics. While Candy Crush Saga tries to cater to as many player types as possible, Diamond Dash mostly attracts agile, quickly reacting players that like to compete with their friends. Still, the classic Facebook game mechanics are implemented, mainly that one one hand, Facebook games usually provide strong motivations to do certain things but on the other hand directly prevent players to actually do those things – unless, of course, the players pay or bug their friends about it.
[The following text is part of my upcoming master's thesis on the use of game mechanics in therapy games for children. This is just a rough first draft, and I gladly welcome all critique and suggestions – be it on a content level or regarding my use of language.]
Candy Crush Saga by King.com is a classic casual game (as most Facebook games are), that caters to different player types at once: the puzzler, the explorer as well as the competitive player. Candy Crush Saga is a Bejeweled clone, a simple matching tile game. Candy Crush Saga combines various basic game mechanics and feedback methods in order to attract a diverse set of player types. The basic game allows players to recognise patterns and create order (a common theme with many casual games, which is quite rewarding in itself), the level map caters to the explorer type, while the constant feedback of how well the player's peers did eggs on competitive players. By catering to all those different player types alike, the producers of the game manage to capture an audience as large as possible, something a therapy game would likely have to achieve as well.
My current job/civilian service has given me the unique opportunity to have a look at a variety of therapy games that have been designed for children's neurorehabilitation. Most of those games come with specialised input devices.
As a matter of fact, it's usually the input devices that come with games. Too often, the games seem to have been created as an afterthought of the device, and too often, those games have good intentions, but fail to deliver.
In order to be aware of those problems myself, I decided to make a list of my observations and how they could be mitigated.
The following points do not intend to discredit the work of all the people that designed and programmed the therapy games mentioned, it should merely discuss some problems that can occur and should be addressed when designing new games. Of course, that mostly means me, so I don't fall into those pitfalls myself.
Common Pitfalls and their Resolutions
First of all, it has to be said that if you're tasked with creating a therapy game for children, you have quite a challenge to overcome. Children are one of the most demanding audiences, and they will have no problems picking your game apart at the seams when they feel like it. They will feel most inclined to do so when you give them reasons. Like creating incoherent game worlds. A running dog that has to avoid exploding mushrooms by jumping whenever boing poked in the belly with a huge hand and meanwhile collecting diamonds that hang suspended in thin air?
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.












