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Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Immersing deeply in gameplay through sound

From time to time, I like to replay games so I can have new points of view and (re) discover aspects and elements of game design, gameplay, narrative or creative process. Last weekend, checking my Apple Cloud to verify some old downloads, I found this very unique game: Dark Echo.



Created by RAC7 Studio the game offers an experience to “explore a mysterious world through sound”. And “sound” is the core and keyword of this game. Using only a black interface with minimal white sound waves ricocheting around the scenario, the player is invited to explore a kind of a dungeon filled with monsters. Check the gameplay:



It operates by touching the screen to walk and generate the sound waves. The important detail is the fact that the sounds of your steps will attract terrible “monsters” (again, you will only hear the creatures’ grunts) and sometimes you need to run into the darkness. Anxiety is an important game design component in this example. The whole game is based in it, and all fear/horror/terror reactions derive from it.

Sound is strategically built in this case, the perfect blend between the minimal interface and the sounding experience. This is a great example of how we can construct a game using few elements to create big impact.

#GoGamers

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Teaser trailer: MIND ALONE

In a partnership with SIOUX Studios from São Paulo I'll launch my new mobile game soon (end of October probably)! MIND ALONE is a text-based ludic interface. It is an experimental puzzle game that uses different functions from smartphones to create an immersive suspense/terror narrative. It is a “scape the room” game, but the room is your own mind. Each memory is a puzzle. The aim is to solve the puzzles, recover your memory, reach the surface and wake up from this mysterious nightmare.

Check the teaser trailer:



Wait for news here!

#GoGamers
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The Counting Kingdom: learning math could be fun

What an excellent surprise one student brought in the last “gaming analysis” class. The Counting Kingdom is an educational game for kids (6 to 8 years), that teaches basics concepts of sum and equations using a tower defense mechanics. It’s very easy: you need to cast a spell using some magic scrolls to stop the monsters. Each monster has a number of strength and the player needs to sum the scrolls to make an equal number and eliminate the enemy. Check the gameplay:



That’s a great example of how we can use a game-based learning strategy. It’s important to mention that a game like this one does not replace a math class, but it helps to complement and reinforce the studied ideas.

#GoGamers

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Article: Analyzing the creative process of mobile indie game RockFlickz

A complete article discussing in details the creative process of my last mobile game RockFlickz. Click here to download.



Send me your opinion!

#GoGamers

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Board game mechanics in a poster

I was in Santiago (Chile) last weekend for a presentation about my new mobile game RockFlickz. After the work, I visited one very interesting ludic place: Dos De Seis Board Game Café. You can rent board games, play them and drink excellent coffee. One poster in the wall caught my attention and I want to share it in this post:



Some "artist" grouped the main board game mechanics in the same space. A cool poster to decorate a wall and an excellent exercise to think about game design.

#GoGamers

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A diagram to explain connections in a board game design process

An excellent diagram to think about the relationships between theme, rules, players and components in board games. The intersections between the different areas point out very interesting ways to ponder about game design questions.


Source: Big Game Theory site

#GoGamers
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Iterative design & games

Gaming creativity process, allow a myriad of methodological using possibilities. In the gaming projects that I participated, I frequently used the iterative design method. One first view about this methodological process comes from Zimmerman (2003, p.176), who says, ‘iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a work in progress’.



Complementing the previous idea, the process of iterative design for games, can be divided into few stages (FULLERTON et al, 2008, p.249): A) conceptual phase: consists of generating ideas, formalizing and testing them; B) pre-production: here the ideas are reviewed to evolve and be tested again; C) the production stage: the game is tested and revised with different groups of play testers to locate errors; D) phase of quality assurance: where the game is tested to be launched without errors.

We'll discuss more about these subject in a future post using some examples (indie games and triple A games) to clarify this idea. Until then, check out the video below about iterative design applied to games:



#GoGamers



References:

ZIMMERMAN, Eric. Play as Research: the Iterative Design Process. IN: Design Research: Methods and Perspectives, (2003): 176-184. (also available at last access: May, 2015).

FULLERTON, Tracy et al. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann, 2008.

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To think about fun, play and games

"Fun is the aftermath of deliberately manipulating a familiar situation in a new way" ( BOGOST , 2016, p.57)



Source: BOGOST, Ian. Play anything: the pleasure of limits, the uses of boredom, & the secret of games. New York: Basic Books,2016.

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Book: Levelling Up - The Cultural Impact of Contemporary Videogames

Wow! I want to share very good news in this last post of the year: in 2015, I presented the paper “Observing Iterative Design on the Game Dominaedro”, that I wrote for the Video Game Cultures & The Future of Entertainment conference (VG7).

Yesterday, I received awesome news from the organizers: all the papers from the conference were compiled in a fantastic book named "Levelling Up: The Cultural Impact of Contemporary Videogames". Edited by Brittany Kuhn and Alexia Bhéreur-Lagounaris, and published by Inter-Disciplinary Press (Oxford) the book is a wide discussion about gaming culture in the contemporary scenario. Check the cool cover below:



CLICK HERE to buy!

Below, you can read the book's synopsis:

"Videogames have come a long way from Super Mario Bros and Pong. After thirty years of technological advancements and academic criticisms, videogames have become a fertile ground for social change and virtual identity creation. Where big game companies like Bioware, Bethesda, and Rockstar Games have begun to include more inclusive narratives, independent game companies are beginning to delve into the field of ‘serious games,’ capitalising on the popularity and prevalence of social networking to inspire and assist non-game-related fields. While all of this is happening, a new subculture has become to dominate social media: that of the fanboy and the Let’s Play YouTube video phenomenon. It is a dynamic time in videogame studies, from the perspective of player, designer and theorist. However, with the advent of virtual reality, the question remains: where will videogames, and subsequently our society, ‘level up’ to next?"

#GoGamers
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The Witness

Jonathan Blow is the game designer behind Braid, one awesome 2D platform game that uses time distortion as gameplay. In Braid, you can manipulate time to avoid death, solve puzzles, send a shadow to the future to perform an action, create “bubbles” of time lapse and many others cool mechanics. It’s one of my top 10 games. Check the trailer below:



In January of this year, Blow launched his new game: The Witness. Similar to Braid, it’s a puzzle game, but in a first person point of view. The mysterious narrative puts you in an abandoned and colorful island, full of digital screens. Each screen has a kind of an enigma that conducts you to the next one. Each puzzle solved gives you a small piece about the enigmatic history. You can check the main idea in the game’s trailer:



Points to highlight in the experience of the game:

1) Jonathan Blow recreates the classic mechanics of drawing a line through a labyrinth. Using colors, spatial restrictions, different shapes and logical reasoning, the game designer put the players’ mind to work, many times. The level of resolution of some puzzles is impressive.



2) The scenario is part of the narrative, and it works as a tool. Every single detail and object in the ambient contributes with the history. The island is full of statues and behind them there are hints for the plot. There are also some digital recorders with voices saying facts about the place. The colors of the trees, the direction of the light, the passing of time etc. everything could be an element for the story.

3) The game is full of references from movies, literature and other games. I found lots of similarities with Adolfo Bioy Casares’ “The Invention of Morel” book.

4) It’s a daring production. The Witness is a very artistic game. It explains little to the player and, most of the time, it’s essential to explore and use your mind to try to solve the puzzles.

I’m still playing the game, but the experience – till this moment – is strange, difficult and relaxing.

#GoGamers

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Horizon Chase – a Brazilian game

As a Brazilian game designer, I like to discuss and bring some Brazilian gaming examples to this blog. Today, I want to talk about Horizon Chase, one very cool game that is a tribute to classic arcade racers.

Created by Aquiris Games Studio and launched in 2015, the game won many prizes and it’s a master class on how to use mobile media to give players a good experience. Check the trailer and gameplay below:



Some important game features to highlight:

1) Horizon Chase is a causal game and its gameplay is created in a simple and intuitive way;
2) Graphics are completely adjusted to the gameplay – the roads, cars and landscapes work together in a very intuitive mechanics;
3) Freeware model for gaming distribution (the studio created this product to win prizes and acquire “symbolic currency”);
4) Horizon Chase dialogues with new and old gamers with its retro mechanics, with a cool, modern layout.

The Brazilian gaming market is coming up with great ideas every year and mobile platforms are a good possibility for many companies. We don’t have a triple A industry here, but there are other options to show the work to the world.

Click here to access the site and download it for free on Apple and Android platforms.

#GoGamers 
#GoBrazilianDevs
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Rock Flickz: download it now!

This month, my new mobile game, Rock Flickz, was released. I already talked a little bit about the game in this post and now you can download it in the App Store and Play Store for free.



I created this game in a partnership with the digital agency Sioux, from São Paulo and the site Shovel Music. Rock Flickz is a casual experience with a “match the color” mechanics. In the background, players can listen to music from Brazilian independent bands and share their impressions about them. The game has a business model structured in advertising and partnership with a music site named Shovel.

Download it now! Experience a true Brazilian indie game filled with Brazilian indie music! Click here to access the official site.

One more important information: today we celebrate FIVE YEARS of Gaming Conceptz*! Cheers, my friends!

#GoGamers

*Check the first post here.
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Eight steps for great puzzle designing

Scott Kim is a designer who creates puzzles for print media, websites and computer games. He is a big reference in this very specific field of ludic studies. Ernest Adams, in his book Fundamentals of Puzzle and Casual Game Design (2014), references Kim’s work talking about the “eight steps to create a good puzzle”. I want to highlight some ideas in these eight essential points.

1. Find inspiration: seems obvious, but it’s a nuclear part of the process. To solve lots of puzzles could be a great inspiration, but to search for ideas in other fields is another interesting way to create enigmas. Literature, movies, comics, toys and TV series are some examples of where to find inspiration.

2. Simplify: “keep it simple” is a mantra for game designers. After creating the main idea of a puzzle, it’s important to remove the excesses. Exploring the features of the platform (console, board game, mobile media etc.) can give you creative solutions for puzzle design.

3. Create a construction set: this third item is about prototypes and fast tests. With an idea on your mind, start to construct models (analogical or digital ones) and test this initial version. Test, test, test and test it again. Test alone and call other players to test.

4. Define the rules: Adams (2014, p.10) says that rules are “the key part of puzzle design. Most puzzles are characterized in terms of four things: the board (Is it a grid? A network? Is it regular? Or is there no board at all?), the pieces (How are they shaped? What pictures are on them? Where do they come from?), the moves (What is allowed and what is not? Are they sequential or simultaneous? What side effects do they have?), and the good or victory condition (Does it have to be an exact match, or will a partial one do?

5. Build the puzzles: when the mechanics is ready and functional it’s time to create the final version of the puzzle (analogical or digital). Here we need to pay attention to the first aesthetical details, information architecture and clear instructions for the player.

6. Test: is the final version done? Then test, test, test, and test it again. To find zero faults is difficult but it is always the desired outcome.

7. Devise a sequence: in a game with many puzzles - or many levels with puzzles – it’s good to create a logical order for them. Raising difficulty with some hints between the challenges is an interesting way to work the challenges of your game.

8. Pay attention to presentation: sounds, graphics and other details will make the difference in the puzzle experience. A good puzzle folded in a poor layout could be terrible for the players. Here, multidisciplinary work is essential.

Finally, it’s important to remember that, especially in digital games, puzzles can reach a new level of challenge using some impossible features or breaking the laws of physics. But in analogic games it’s possible to find interesting solutions, like in the “Codex Silenda”, a wooden book that compels you to solve puzzles to turn the pages.



In the video below, the designer behind the idea shows us a little bit of his creative process for this product.



#GoGamers



Reference:

ADAMS, Ernest. Fundamentals of Puzzle and Casual Game Design. San Francisco: Pearson, 2014.

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How Super Mario Mastered Level Design

This video from Extra Credits is an awesome game design class using the level 1-1 from Super Mario Bros as an example. We can learn many important features with this classic game. It's a simple level but full of good references to think about game design.

Check the content below:



#GoGamers

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What we can learn from Atari's Keystone Kapers

I always like to replay some old classic games from the Atari generation. Not only because of the nostalgia, but to find some simple game design solutions to inspire myself to create new ludic stuff.

This week, I was playing the excellent KEYSTONE KAPERS (Activision, 1983) and I'll talk a little bit about some interesting features from this game, in this post.



I played this game a lot when I was a child and it is a masterpiece until today. The narrative is about a cop chasing a thief inside a kind of a shopping mall. Before discussing some highlights from the game, I invite you to watch the gameplay; please, pay special attention to the brilliant multi-floor scenario linked by a lift.



For a game from the beginning of the 1980's KEYSTONE KAPERS is a very advanced ludic experience. Three important game design points to observe in this title are:

1. Multiple interesting dangers with increasing difficulty throughout the levels. The scenario is always the same, as well as the speed of the two characters; so, objects thrown by the villain against the hero move differently. The shopping cart moves in a straight line, the balls kick, the airplane occupies the top of the floor etc. with a progressing level of speed. About this, Brathwaite and Schreiber (2009, p.100) remember us that "video games that have a sequence of levels, simply start off easy and become progressively more difficult as times goes on" and we can see this feature in classic arcade games.

2. Twitch decision-making. KEYSTONE KAPERS starts slow and becomes fast level by level (as we can see in the previous video). In the beginning of the game, it's possible to run only on the floors, use the stairs and catch the thief. However, in the high levels you must use the lift to capture the villain. Brathwaite and Schreiber (2009, p.101,102) teach us that there are five basic twitch mechanics: pure speed, timing, precision, avoidance, and time pressure. In some way, we can identify these five elements in the gaming interface.

3. Minimal and clear art direction integrated with the gameplay. Everybody knows how difficult it was to create games for Atari platform using minimal resources and few bits for programming, sounds and interface. In KEYSTONE KAPERS, we have a very strategic use of every single element. It's possible to clearly identify all the objects, the scenario, the characters and the gaming interface elements (points, lives etc.). All these features cooperate to create a good gameplay; a good art direction establishes logical dynamics for a good gameplay experience.

Once more, we can find inspiration in some treasures from the past. I usually call it "ludic archeology". If you want to read more about this subject, click here.

#GoGamers



References:

BRATHWAITE, Brenda & SCHREIBER, Ian. CHALLENGES FOR GAME DESIGNERS: non-digital exercises for video game designers. USA: Cengage, 2009.

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ABZÛ

We will have an important gaming launching in August: ABZÛ. Created by Giant Squid Games and 505 Games, the game will be a relaxing exploration inside a strange and mystical submarine world. I saw a prototype of this game in 2014 during the E3 fair (Los Angeles). Usually I don't post about gaming launchings but I'm very anxious for this one. I think that ABZÛ will be an art framework to play. One experience similar to the game Journey.



The official release of the game describes the experience as "an epic descent into the depths of the sea, where players will explore beautifully rendered ocean environments with fluid swimming controls. The experience draws inspiration from the deep innate narrative that we all carry within our subconscious: the story of ABZÛ is a universal myth that resonates across cultures. The name references a concept from the oldest mythologies; it is the combination of the two ancient words AB, meaning ocean, and ZÛ, meaning to know. ABZÛ is the ocean of wisdom".

Check the stunning trailer and gameplay below:



Click here to access the official site.

#GoGamers

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Using Instagram as a gaming platform

Is it possible to create games using Instagram features? The answer is: yes.

The Turkish cookie brand Biskrem created the "Biskrem Instagram Adventure", a game that uses features from Instagram, such as maps, photos, videos, hashtags, tagging, search, direct messages etc..

The narrative is very fun and mixes aliens with time travel. Check the video case below to better understand the promotional idea.



This example dialogues with the advergaming concept we’ve already discussed here and here. It's another good case of how we can put entertainment and ludic content in marketing/communication campaigns.

And an important thing: this is the post number #250! Epic win!

#GoGamers

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Book: Mapping the Digital - Cultures and Territories of Play

I want to share good news in this post: in 2014, I presented the paper “Health, consumption and entertainment: the Nike brand embodied as a playful experience”, that I wrote along with my friend Marcelo Vasconcellos for the Video Game Cultures & The Future of Entertainment conference (VG6).

This week, I received awesome news: all the papers from the conference were compiled in a fantastic book named Mapping the Digital - Cultures and Territories of Play. Edited by Lindsey Joyce and Brian Quinn, and published by Inter-Disciplinary Press (Oxford) the book is a wide discussion about the state of play and the state of games in contemporary culture.



This is what I call a level upgrade!

CLICK HERE to buy!

Below, you can read the book's synopsis:

"Mappings the Digital: Cultures and Territories of Play is an interdisciplinary discussion about the state of play and the state of games in contemporary culture. This volume takes a critical look and how our cultures and territories are being renegotiated through our engagement with digital media, games, and tools. This volume argues broadly that our tangible world, and our understanding of it, are being renegotiated and remapped by the digital worlds with which we engaged. Specifically, the chapters in this volume analyse linguistic changes; unique in-game cultures and behaviours; and new methods for communicating across real and perceived boundaries, for understanding cultural experiences, and for learning through play. Drawing from the global expertise of scholars within the fields of Cultural Studies, Game Studies, Foreign Language, Science and more, this volume bridges academic boarders to assemble a cohesive and authoritative resource on digital culture and play".

#GoGamers
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SHARING THE GOOD NEWS

Cengage Learning has just launched my new book in Brazil, today. GAME CULTURA: COMUNICAÇÃO, ENTRETENIMENTO E EDUCAÇÃO (GAMING CULTURE: COMMUNICATION, ENTERTAINMENT AND EDUCATION) is a study addressing educational aspects, narratives, questions and marketing strategies involving games. The final words were written by Uruguayan game designer and researcher Gonzalo Frasca (¡Gracias!, @frascafrasca!).



CLICK HERE TO BUY!

#GoGamers
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Missile Command: a game design class in Atari platform

I have played many Atari games in the last weeks. From time to time, I have this nostalgic feeling and I start to remember the good old classics from my childhood. In these “archeological sessions”, I once again played this masterpiece: Missile Command. Well, this one has special importance for me because it’s the very first game that I have ever played in Atari and I can perfectly remember the experience.



Missile Command is a class in game design. Seriously. Everybody that is developing or researching games must, at least one time, play this Atari title. The interface is very simple, but the idea is elegant and instigating: you are in the control of a defense tower and must destroy waves of missiles to protect six cities. The game goes like this: you need to move a crosshair across the screen to launch a counter-missile from the appropriate battery. Before continue the reading, take some minutes to watch the gameplay below and play the game in this online version (click here).



Missile Command
offers some excellent points to discuss the game designing process. Let’s put them in a short list to dwell over:

1) Minimalistic design: with a few pixels is possible to create an instigating gameplay (the game’s cover tells the narrative to the player).

2) Procedural information: stage after stage the missiles become faster. It’s important to understand the patterns of the game to launch the counter-missile in the right place.

3) Elegant game mechanics: point, click and destroy. As simple as that. Missile Command has one interesting and inspiring mechanism. We can reimagine this process in lots of other situations (specially for mobile platforms).

4) Infinite gameplay: Missile Command has no end. You play it until all cities are destroyed. It’s a test for higher rankings, a very common logic in mobile games.

The simplicity from Atari is one point to be highlighted nowadays. In times of extreme complexity in many games, it’s good to look back and find inspiration to create objective, simple and rich new experiences.

#GoGamers

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