Apr 24th, 2009

What (video) games are games, opinion

When I posted my entry for the Ludum Dare competition, Heart, I received mostly positive comments, though many of them were appended with something close to this sentence: “But it is not a game.” I was not too surprised. Indeed, when I talk to people about games, they normally think of them in terms of gameplay, interaction, challenge, fun, goals. Which is not wrong, as most video games can be accurately described with these words, but it is unnecessarily restrictive to categorize the whole art within these boundaries—doing so is an exercise in exclusivity. This ties directly with my previous post about expanding the scope of video games. Do we really need to keep a short leash on what video games are or can be?

I came across a definition for game today, by Corvus Elrod. It is the most elegant and explicit that I’ve found so far. Here it is:

Game is a set of rules and/or conditions, established by a community, which serve as a bounded space for play.

Where play stands for “the self-guided exploration of possibility within a bounded space”, which is a definition I feel to be accurate. I believe that Corvus is forcefully nudging the ‘community’ element into the definition, though (where is the community if one person creates a game for himself alone to play?), so I would actually simplify it into this:

Game is a set of rules and/or conditions which serve as a bounded space for play.

I can’t think of a single game that this definition does not embrace, including board games, sports, playground games, and, yes, video games. It also suggests that games can be entertaining or not, challenging or not, involve goals or not. By this definition, exquisite corpse is a game, which rings true to me.

The definition speaks nothing of the amount of interactivity that is to be expected of a game, but the mention of rules and conditions implies that choice needs to be present. In Heart, the player is required to explore, as the game does nothing without their input. They would discover that the right arrow key makes the character move in that direction. And the opposite key? It triggers a response in the avatar: he cannot go back. It is part of the process of discovery. In Heart, the player is the force that drives the character forward, for without their input, he would stay in place forever. Nothing would happen, the game would not be played, the character would not confront his fate. Is it not a meaningful choice that the player is making, then?

I didn’t mean this post to be in defense of my game, though it looks like it turned out that way. This subject is something that I consider to be relevant, as I don’t see enough game makers thinking about where to lead video games, so I feel the need to touch upon it. I hope to spark debate in some circles, frankly!

18

Apr 20th, 2009

Heart & Hope games

What you see above is my computer screen during the past weekend (each hour reduced to 2.5 seconds), as I make two games for two events that were held concurrently. One is a competition called Ludum Dare, on which, during the 48 hours of its duration, participants are expected to create a game by themselves and ‘from scratch’. The week prior, participants vote on a theme. ‘Advancing wall of doom’ won this time, which is not one I’m too fond of, but I did participate and make a game. Or two, in fact, because for the other event, my usual two-hour Klik of the Month, I made a game based on the same theme.

Heart is the name of my Ludum Dare entry. The game is not final, and neither is the name, so let’s say it’s the competition version’s name. It was inspired by Stephen Lavelle’s Defect. It was made for Flash, using the Flex SDK and coded in Actionscript 3. I’ll probably post more about it in the future, when I decide that the game is finished.

Hope! is what I called my Klik of the Month. It was made in Construct, so it’s Windows only. You will need the latest DirectX to run it.

4

Apr 9th, 2009

In memory graphics, musings

In the tradition of writing a new post for every new front page design I make, I guess I need to write this. My late feline friend, Cleo, passed away yesterday. I spent half my life with her at my side. So, I made a simple new design in her memory.

The previous design has been archived.

1

Apr 8th, 2009

Games for a reason games, opinion

After seeing videos and reports of some of the talks at this year’s Independent Games Festival, I’m saddened. Sure, all those indie game developers are having the time of their lives out there, and the scene seems to be growing and doing very well for itself. The problem is, it’s just all a bit empty. There’s a lot of whizbang, but very little substance. Most of these game developers make games for the sake of making games, which is a good thing to do for themselves, but ultimately doesn’t result in a product that will be relevant for the end user, and to society as a whole. So many game developers, from the mainstream industry and the indies, repeat that they want to make fun games, and ‘fun’ is that end goal that every game needs to accomplish. And if you look around, you will see that most games are indeed catering to our senses, because what else is fun if not pleasure? I mean, addictiveness is a desireable quality in a game, according to most game reviewers out there—but do gamers really wanna be playing packs of cigarettes all the time? Don’t they wanna get something positive out of the experience, be stimulated every now and then? Don’t their minds (as opposed to their brains) wanna be challenged, or nurtured?

I, at least, want more communicative games, games with ideals, games that have some new things for me to think about. I want more utilitarian games that explain a process to me, or ease me into a concept, or teach me something. There’s nothing wrong with the videogames being made nowadays; there’s just not enough of them that go beyond being fun. I’m not the only one who thinks like this, either; here are a few individuals and teams who also have things to say on this matter: Chris Crawford, Raph Koster, Jason Rohrer, Values at Play, Serious Games Initiative.

The good news is that there are such games out there—they’re just not exactly the norm. Since I got involved in the indie game making scene, I’ve seen some of them; just a tiny portion of the spectrum, but they still remain largely outnumbered by all of the just fun games. I’m talking about subtle communicative experiments like Coil. About attempts at creating interactive storytelling, like Storyteller. Strong aesthetic games like flOw. Ideological games like The free culture game. Also, a couple of the games that won awards at the IGF went deeper than the standard indeed, like Blueberry garden, and Between. The games that I just linked are brief, and free to play directly from your web browser, so give them a try if you haven’t.

I want more of these games, and games that go beyond. I want games that have a good reason to exist. I hope to make such games!

4

Apr 3rd, 2009

Viewpoints games

I’ve completed a new videogame—another entry in another TIGSource competition. The theme, this time, is ‘cockpits’. My game is pretty much on the fringe in the way it implements the theme, though. What I originally intended to make was some manner of car driving game, inspired by the original Out Run, since I’m such a big fan of the series, and because I love the aesthetic of that kind of low-tech 3D. I might do this in the future; we’ll see how creating such an engine will go for me. But the game I ended up conceiving, because I only had roughly a week to make it (until the deadline was extended another week), is not about driving anything at all, it is merely about looking; how much more simple can a game’s interface and set of verbs get? You are still in some kind of convertible sportscar, but you’re just sitting on the passenger’s seat.

I’ve coined the term ‘narrative exploration’ to describe Viewpoints, because the very core of the concept is about exploring, but not a physical space, like in, say, Metroid, but, instead, a space of different possible stories—a narrative space. The concept itself was shamelessly ripped from Terry Cavanagh’s Pathways —a short game I can wholeheartedly recommend—, though his execution is different from mine (I’m not quite that flagrant).

Viewpoints screenshot

Play Viewpoints in your browser (requires Flash)

Also, for this past April Fools’, I made a variation of Viewpoints and released it as if it were the finished game for the competition. I took the Out Run and Sega inspiration further, and created something quite ridiculous. I call it Winner. (It may be worth mentioning that some of the contents of this variation were taken straight from Sega-made games.)

Mar 23rd, 2009

An audio game games

Another Klik of the Month, and another game made in two (and a half) hours. This time it’s an audio game, no graphics. To tell the truth, the idea for this game seemed much cooler in my head than the result, but what am I going to do. I might make a more involved game with the general idea for this game in the future. If you play it, please, excuse my poor diction.

Download NSBD System Console (Windows, requires latest Direct X). The password is 5467.

Also, remember how Matt made music for my past two Kliks? Well, this time he didn’t, because he made a game himself. Nice!

Feb 21st, 2009

Front page, Javascript graphics

Since I didn’t like the front page design I made last time, especially because of that glitch in Firefox, I decided to make a quick new one, and, in the process, get a bit more acquainted with Javascript. I think that the end result is pretty cute. It works properly at least in Firefox and Internet Explorer.

2

Jan 31st, 2009

Volcano videos

A few weeks ago, Matt showed me a preview of a song he was working on, called Volcano. I liked it so much that I decided to make a video for it. After I graduated, I finally got around to making said video. And now it’s done!

In the meanwhile, he released the EP the song is a part of; it’s called Moonfish Moon. I recommend you give it a listen if you liked Volcano.

This was about a week’s work, shooting around the neighborhood, here in Santiago, Chile. I filled up almost three miniDV tapes of footage, which seems to be a lot for under four minutes of edited video, or maybe I’m just not used to this kind of stuff. I also discovered only yesterday that this Handycam that I used has a manual exposure setting, which would have been useful for many of the earlier shots, but such is life.

I also got myself a new bycicle a week ago, which can be partially seen in one of the shots. It’s a cheap ‘beach cruiser,’ but I love my new bike.

1

Jan 22nd, 2009

More on lakes games

I’m sorry to bring it up again, but, as it turns out, The Lake earned ninth place in the TIGSource Commonplace Book competition, so I’m quite proud. On top of that, the game made it into an article in the PC Gamer UK magazine. That screenshot comes courtesy of Terry Cavanagh.

Jan 21st, 2009

Campodecolor got me out of college games, projects

Español

As of today (yesterday), I am a professional graphic designer. My final project, which I now refer to as Campodecolor (Spanish for ‘Colorfield’), was the same videogame I have been talking about for some time, the one about visual composition. It’s not finished as a project, but an important milestone has been reached: its first purpose has been accomplished, which was to get me my degree. Of course.

Here’s my project report (in Spanish), which is a bit out of date and a bit incomplete, but I guess it shows the main arguments that support my project. I have touched on these a bit in past posts, and I might do it further in the future, because they are based on my opinion that videogames, as an artform, can be a relevant contribution to society.

For my defense I had to —evidently— show the game, and do a presentation of basically a recap of the same points already covered on the report. On top of that, during the past week I recorded some playtests, and edited a brief video with that material to show to the committee that graded my work. It was pretty funny to watch the testers stumble around and finally grasp the mechanics a bit, though some came to the conclusion that the game was more about the music than the visual aspect, which, I suppose, is a compliment to the sound design in the end.

Campodecolor, final presentation version

I have uploaded the version of the game that I presented today (yesterday). The algorithms are still lacking, I’m afraid, but I plan to make them my top priority now. The dynamic audio is created using the minor pentatonic scale, with the sound of a Rhodes piano, as recorded by Guy Cockroft. I’m glad it sounds as well as it does, considering the notes are selected randomly from the scale. Since it seems to be crediting time, I have to thank Stephen Lavelle and muku for their invaluable help and suggestions on all aspects of my game. Also, of course, my teacher throughout this whole process, Eduardo Castillo. (continue reading)

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