Pages

.

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

Six years of GAMING CONCEPTZ!

Six years of gaming content in 286 posts.

Thanks to the followers.

Long live to GAME ANALYTICZ!



Check the first post by clicking here.

#GoGamers

reade more... Résuméabuiyad

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.

reade more... Résuméabuiyad

A practical checklist for your gaming project

I’m a very methodical person. I like to organize everything in my everyday life and in my work. In this post, I want to share a small checklist I’ve created for my gaming projects. It’s a synthesis of the main points to remember in a game’s creative process and production. Check the fields and plan your work!



You can use it, copy it, add elements to it and share it. Just remember to give credits to @vincevader. Enjoy it!

Essential elements in the game design/production process Yes (√) No (X)
The concept and main idea are defined
I can tell the game idea in 20 seconds
The game has a narrative
In case of a narrative, it has a well-defined beginning and ending
The game is focused in pure mechanics, there’s no need of a narrative
The mechanic(s) is (are) well defined
I already constructed a simple pre-prototype (digital or analogical)
I already tested the game with imaginary players simulating a real match
I already made one first complete prototype (analogical or digital) that can be played by beta-testers
I already coordinated at least ten beta-test sessions with different players, using the first complete prototype
I applied modifications in the game after the beta-test sessions
I already created a more complete prototype that has most parts of the game’s final version
I made contact with other professionals (artists, programmers etc.) to finalize the game
I have a strategy to launch my game and disclose it in social networks, sites and other channels
I have a partner to distribute/sell the game
I’m satisfied with the final product
The game is ready to be launched

#GoGamers
reade more... Résuméabuiyad

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

reade more... Résuméabuiyad

INSIDE: an obscure ludic experience in a dark landscape

Limbo, created by the independent studio Playdead, was my favorite game in the year of 2010. I think I might have played the full game around seven or eight times. It’s a simple puzzle-platform 2D game, but the narrative and dark ambience won my attention in an epic level. Six years later, Playdead launched another big hit: INSIDE.



Put the mechanics and gameplay from Limbo in a blender. Add some dystopian elements from George Orwell’s “1984” novel and mix in a pinch of technological horror. There you have it: INSIDE. The gaming plot is about a nameless red-shirted boy that must survive in a hostile futuristic ambient, trying to avoid well-equipped guards, killer dogs and natural disasters. As the story goes, you will discover parts of a huge conspiracy that aims to create an abominable creature. To go further in the narrative, the player must solve puzzles using things that are scattered on the scene; sometimes, they seem pretty obvious and sometimes not too much. I want to highlight the “mind control” puzzles where you put a device on the boy’s head to gather zombie-type characters from the scenario to help you (a very similar mechanics from the game Swapper).

Check the gaming atmosphere and gameplay in the video below:



The soundtrack is another incredible feature from the game. During all the experience, you can hear a very disturbing soundscape. INSIDE’s soundtrack is very similar to Zoät·Aon’s album “Star Autopsy” and Robert Rich and Lustmord’s “Synergistic Perceptions”.





INSIDE
is not a horror game, but it can create a unique atmosphere of fear and despair with the strategic use of its dark scenario, obscure music, horrible deaths and dangers in the journey. Saint (2014, p.3) argues that the mixture of fear and the sense of impotency (two basic features of this game) can create an aura of horror and a deep dive in the game’s reality. But, in this context, it’s important to remember that the “term horror is extremely broad and covers an expansive range of themes, experiences and reactions” (MARSHALL, 2014, p.60). INSIDE offers a different specter of horror/fear/terror. It’s subtler and demands the use of the players’ imagination to complete some points from the narrative.

In other words, INSIDE’s context works with the immersion in the dark reality of the game and the empathy we can feel for the fragile character fighting the dangers.

When we feel with other individuals or characters we not only use our imagination in order to undertake a shift in our cognitive perspective and imaginatively to experience the world from their point of view but we also use our imagination to adopt the assumed emotional state of the target individual. That means, when moviegoers or readers* feel empathy with a character, they perceive the events in the story from the spatio-temporal position of that character and at the same time experience emotions that match those of the target character in terms of quality, albeit maybe not in terms of quantity” (TRIEBEL, 2014, p.5).

INSIDE is a masterpiece to discuss questions about game design and narrative. It’s an awesome example of how the classic platform format still can be creative, immersive and full of meaning. In this ambient full of “ludic fear” there’s a crucial question: why do some players search for fear and other bad feelings in games? To solve this puzzle, we quote Suits (2005, p.55) who says, “Playing a game is the voluntary attempt to overcome unnecessary obstacles”.

*We can include gamers in this context



References:

MARSHAL, James L.. The potential and limits of a visual arts practice. IN: SMITH, Shilinka; HILL, Shona. Transforming fear, horror and terror: multidisciplinary reflections. Oxford: Inter-disciplinary press, 2014.

SAINT, Michelle. Horror in art, horror in life: its nature and its value. IN: SMITH, Shilinka; HILL, Shona. Transforming fear, horror and terror: multidisciplinary reflections. Oxford: Inter-disciplinary press, 2014.

SUITS, Bernard. The grasshopper: games, life and utopia. Toronto: Broadview Encore Editions, 2005.

TRIEBEL, Doreen. Manipulating empathic responses in horror fiction. IN: KATTELMAN, Beth; HODALSKA, Magdalena. Frightful Witnessing: the rhetoric and (re)presentation of fear, horror and terror. Oxford: Inter-Disciplinary Press, 2014.
reade more... Résuméabuiyad

A Brief History of Graphics

An awesome class about gaming graphics. A great timeline to understand the history of videogames.



#GoGamers
reade more... Résuméabuiyad

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

reade more... Résuméabuiyad

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.

reade more... Résuméabuiyad

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
reade more... Résuméabuiyad

What do players want?

The exercise of game designing is not an easy challenge. Behind the gameplay, beta test sessions, prototypes, interviews with beta testers, meetings, information architecture and gaming art lies a player filled with emotions, wishes, wills and a great desire to experience something unique in their life.


Game Expo Bratislava 2016 - foto by @vincevader

So, this post’s question is: what does a player want when are experiencing a game (and here we are talking about any kind of game: blockbusters and indies)? It's a pretty broad question and, in my humble opinion, impossible to be answered in a simple blog post. However, we can find great insights from gaming theory.

Rose III (2001, p.2-18) in his book “Game design: theory & practice” elaborated a very interesting list trying to answer some questions from the player’s side. About the theme “what players want and expect”, the author has some good points that I’ll reproduce and comment below:

1. Players want a challenge
2. Players want to socialize
3. Players want a dynamic solitaire experience
4. Players want bragging rights
5. Players want an emotional experience
6. Players want to fantasize
7. Players expect a consistent world
8. Players expect to understand the game-world’s bounds
9. Players expect reasonable solutions to work
10. Players expect direction
11. Players expect to accomplish a task incrementally
12. Players expect to be immersed
13. Players expect to fail (this point creates good dialogue with the first one)
14. Players expect a fair chance
15. Players expect to not need to repeat themselves
16. Players expect to not get hopelessly stuck
17. Players expect to do, not to watch

Let’s take Star Wars Battlefront (EA DICE, 2015) as an example. Players want challenges to play online or the possibility to play alone if the Internet fails. In this gaming ecosystem, to achieve better rankings works as a very important symbolic currency. The Star Wars universe offers a consistent world and the game has clear rules about how you can up your level, buy equipment, kill an enemy etc. There are tutorials to teach each new movement in the game. From time to time, EA DICE launches new maps, new characters and new challenges to keep the community engaged and immersed in the experience. A player can play in a professional level or just for fun. The Star Wars brand surely helps a lot in the marketing success, but the details and the strategic game thinking behind the production is the point to highlight in this discussion.



With good humor, Rose III (2001, p.18) ends this chapter from his book with the following thinking: “Players do not know what they want, but they know it when they see it”.

This list is a brief example of a universe of possibilities. So, the games studies need to be more and more interdisciplinary. Different views on the same subject could generate good ways to research and develop.

#GoGamers



Reference:

ROUSE III, Richard. Game design: theory & practice. Texas: Wordware Publishing, 2001.

reade more... Résuméabuiyad

3rd Klagenfurt Game Jam

From April 15th until the 17th, the 3rd Klagenfurt Game Jam will happen. Klagenfurt is an Austrian city and gathers people who likes games and wants to create, test and talk about them.



What is a game jam? It is a gathering of game developers for the purpose of planning, designing, and creating one or more games within a short span of time, usually ranging between 24 and 72 hours. Game developers are generally made up of programmers, game designers, artists, and others in game development-related fields. The term “game jam” is a composition of the words “game” and “jam session”.

Starting on Friday, the topic will be revealed to all participants at the same time and random groups will brainstorm games. Then, after the ideas are pitched, the teams will emerge around ideas and games will be created. Finally, on Sunday, the projects are presented to a jury and the most awesome project will be awarded with a prize.

Parallel to the game jam, there will be lectures about the gaming universe. With great honor, I would like to share that I was invited to give a lecture about game design process and business model. I’ll talk about my new game ROCK FLICKZ developed by SIOUX, the keynote is entitled “The Rock Flickz Case - using a mobile game for music advertising, entertainment and business model”. Looking forward for this great meeting!



Click here for the official site and here for the complete program.

#GoGamers
reade more... Résuméabuiyad

Merging narrative with puzzles

A few posts ago (here, here and here), we discussed about puzzles, how to create them and what makes them challenging and immersive. Today, I want to talk about how a puzzle can be an interesting narrative component inside a game.

We have lots of examples, but let’s focus our attention on one specific series of games, so we can think about how puzzles can intersect with an action game: let’s talk about Resident Evil’s fourth edition.



This game (and many others of this genre) focuses its gameplay in a balance between action scenes full of despair and introspective moments, where the player must take a breath and calmly think of how to solve certain puzzles. In the example below we can see this: it’s a puzzle that uses lights inside a church. After the enigma is solved, the player triggers a new scene of action.



In a game like Resident Evil 4, the puzzles create a kind of a break in the frenzy action with zombies and other creatures. Those moments are very strategic to calm down the players and prepare the story for the next step.

Different from other shooting games, Resident Evil’s series uses the puzzles as a tool to its storytelling. Each mystery solved leads to an important narrative piece to explain the main plot. Another point deserves a highlight in RE4’s case: the gaming producers use different kinds of puzzles to test players’ “powers”. As Koster (2005, p.152) reminds us

“The toughest puzzles are the ones that force the most self-experimentation. They are the ones that challenge us most deeply on many levels – mental stamina, mental agility, creativity, perseverance, physical endurance, and emotional self-abnegation”.

There are many possibilities and many combinations. Let’s discuss more how puzzles can merge with different kinds of gaming plots.

#GoGamers



Reference:

KOSTER, Raph. A theory of fun for game design. Arizona: Paraglyph Press, 2005.

reade more... Résuméabuiyad

From the NON-GAME to the GAME

Jesper Jull, in his book Half-Real (2005, p.36), contextualizes a game as the union of six elements: fixed rules, variable outcome, valorization of outcome, player effort, player attachment to the outcome, and negotiable consequences.

On the other hand, Juul understands that in the opposite side of games we can find the “not games”: the movies, books, children playing, and other activities that does not meet the previously mentioned gaming features. However, between the non-games and games we can see a gray area made up of elements that bring together some gaming features; Juul calls this area as borderline cases.

Source: Source: Juul, 2005, p.44.

But the question here is: is it possible for a content to transit through these three areas? The answer is yes. Let’s take as an example the work of Howard Philips Lovecraft, the author behind the Cthulhu mythos. Lovecraft’s original content are horror books full of cosmic demi-gods and abyssal creatures (non-games); but the books’ narratives were transformed in paper and pen role playing games (a borderline case that reunites some elements from games); finally it’s possible to play the computer game Dark Corners of The Earth, one product that unites all the characteristics of a game, as Juul says. Check the gameplay:


It’s important to understand the contemporary scenario of communication and consumption as a rich field to explore these kinds of transmediatic developments. Entertainment is a powerful currency to investigate new possibilities of business models.



Reference:

JUUL, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. USA: MIT Press, 2005.

reade more... Résuméabuiyad

Procedural rhetoric in Super Meat Boy

Super Meat Boy, an iconic indie game*, is a perfect example of procedural rhetoric. There’s a constant difficulty in every single stage of the game and it forces the player to discover the right way to solve the different types of challenge.



One hit, you die. So, it’s important to memorize each step inside the phases. When a stage ends, it’s possible to see all the deaths of the charismatic Meat Boy happening at the same time. Check some examples of the game dynamics and mechanics below:



The idea of learning from fails dialogues with the concept of procedural rhetoric. According to Bogost (2007, p.3) “just as verbal rhetoric is useful for both the orator and the audience, and just as written rhetoric is useful for both the writer and the reader, procedural rhetoric is useful for both the programmer and the user, the game designer and the player”.

*Watch the creative process of Super Meat Boy in the documentary INDIE GAME: THE MOVIE.



REFERENCE:

BOGOST, Ian. Persuasive Games: The Expressive Power of Videogames. MIT Press, 2007.

reade more... Résuméabuiyad

The butterfly effect as a gameplay element in UNTIL DAWN

Until Dawn (Supermassive Games, 2015) is an interactive drama survival horror video game. It’s a mix between Alan Wake’s atmosphere/scenario and Beyond: Two Souls’ choice-based mechanics. I recently played this game on PlayStation 4 and the experience was awesome. The launching trailer below explains the game’s main plot:



Until Dawn works with a choice-based mechanics, very similar from Quantic Dream games, where you must choose one option on the screen. Your choice will determine specific paths and different endings (I talked a little bit about this subject in this post about decision trees).



The plot is about a group of youngsters in a cabin in the mountains one year after the mysterious disappearance of two of their friends. Supernatural forces and a serial killer complete the script.

One point to highlight in this context is the idea of the ‘butterfly effect’ as a gameplay component. In chaos theory, the butterfly effect is the sensitive dependence on initial conditions in which a small change in one state of a deterministic nonlinear system can result in large differences in a later state. So, the game takes this idea and materializes it in an important part of the plot. Every time you make an important small decision, the interface shows a small butterfly, this means that your action will have a crucial importance in a near future.

From the middle to the end of the game, some flashbacks show how your choices interfere in the continuity of the narrative.

It’s a new way to tell an old story. The “butterfly effect’ makes great difference inside gaming ecosystem. You star to think more about the small decisions and how they can change the end of the game. Another good point: if you are truly involved with the narrative, probably you’ll play again to test other decisions (or if you’re lazy, you'll see the different endings on YouTube). =)

#GoGamers
reade more... Résuméabuiyad

Game Design Lessons: Presenting Perfect Puzzles

Excelent game design lesson from The Game Prodigy channel. Simple, objective and ludic.



Puzzle games, by definition, focus on logical and conceptual challenges, although occasionally the games add time-pressure or other action-elements. Puzzles are a good format to structure interesting choices in games and this brief presentation synthesizes these ideas. In this short video we have inspiring ideas for game design and gaming concepts.

#GoGamers

reade more... Résuméabuiyad

About formal analysis of gameplay

To construct meaning and understand the complex relationships of gameplay and player, it’s necessary to observe the ludic universe with an accurate vision. Gaming research helps us find some answers for this intricate industry, creating better experiences. In this context, it’s fundamental to remember that “(g)ames are seen as data and the research build understanding on games and how they work, provide experiences or information to its players” (LANKOSKI; BJÖRK, 2015, p.6).



One methodological form to observe the binomial relation gameplay-player is formal analysis. Formal analysis of gameplay, specifically in games, takes a basis in studying a game independently of context or platform, that is, without regarding which specific people are playing a specific instance of the game; although a specific group of players (independent of age, gender or social class) can be considered for the analysis, it’s important to highlight these are descriptions of players used for analyzing the gameplay and not descriptions of their gameplay (LANKOSKI; BJÖRK, 2015, p.23).

As an example, we can bring to our discussion the analysis of an analogical game (dice, card, board) and its rulebook to discover nuances about the underlying system. In this case, a formal analysis could be done purely by observing the gaming components and together with the understanding gained by playing; the experience of the players and how gaming dynamics operates processes in this context is another important point of the analysis (LANKOSKI; BJÖRK, 2015, p.23).

There’s a lack of books about methodological principles for games, but recently a very good one was launched for free on the Internet. Its name is “Game research methods: an overview”, a very complete compendium with many good articles that certainly will enlighten your thoughts about gaming research. CLICK HERE to download.



Reference:

LANKOSKI, Petri; BJÖRK, Staffan (Eds.). Game research methods: an overview. Halifax: ETC Press, 2015.

reade more... Résuméabuiyad

High level of difficulty as a game design component

Dark Souls, Demons Souls, Lords of the Fallen and even the simple mobile game Flappy Bird have one thing in common: a challenging gameplay with a high level of difficulty. Destined to a specific kind of player, this type of game invites to a deeper gameplay experience.



Another game that suits as an example for this discussion is PHASES: INFINITE ZERO (Ketchapp, US, 2014). In this game, you command a small ball to the left and to the right, trying to escape from every black piece on the interface. Check the gameplay below:



A ludic experiment like PHASES puts the idea of procedural rhetoric in another landing place. As Bogost says (2007, p.3) “just as verbal rhetoric is useful for both the orator and the audience, and just as written rhetoric is useful for both the writer and the reader, procedural rhetoric is useful for both the programmer and the user, the game designer and the player”.

We discussed about anxiety as a game design component in another post. The subject of this post complements this idea and gives us some new ways to think about gaming creative processes, and teaches us how to work bad feelings in a ludic way.



Reference:

BOGOST, Ian. Persuasive Games: The Expressive Power of Videogames. MIT Press, 2007.

reade more... Résuméabuiyad