Thoughts on Okami

People who know me well know that Okami is my favorite game of all time. Recently, when playing through the HD release, I found myself at a particular moment in the game just before I had to stop playing to go get dinner with Nick. I was turning in a side quest, and was mentally time managing what I was going to do next – “I think before doing the next story quest I’m going to train up at the dojo on my way back to Shinshu Field and get the clover that I couldn’t get before, but I need to go to a shop and get more seed because I missed some birds back there. I wonder if I should farm up demon fangs and get that mirror teleport now or wait until after I do the next dungeon…”

It struck me how excited I was about doing ALL THE THINGS in that game. This is unusual for me, because in most games of this nature I tend to be a primary-path sort of girl. Even in Zelda games, which I enjoy very much, I’m never too concerned about finding all the heart containers or whatever. So I got to thinking, what is it about Okami specifically that makes me so excited about doing all the collections and side quests and essentially 100%ing the game?

Theory 1:

In many games, the story artificially drives my sense of urgency. I’m talking about when the story is like “oh no we must rush to the castle before it is too late!” My logic brain knows that I could go out and farm for experience, complete the secret side quest in the first area, AND finish the entire chocobo minigame series or whatever before going to the castle (and when I got there I’d still arrive just in the nick of time).

However, emotional brain doesn’t quite understand this. Emotional brain feels I need to book it to the castle as fast as I can, because something very serious is at stake. I think my tendency is to let myself get engaged in the experience to the point where emotional brain is sort of guiding things, so I readily go from story point to story point.

In Okami, the story has a lot of exciting moments, but when you get to a new place it tends to frame things as not being in too much of a rush. Your companion, Issun, will be like “you’re gonna love exploring the city, there’s so much to do! I guess we should investigate the weird thing about the queen at some point…but the city is so happenin!”

It is an ever so slight encouragement to do whatever the hell you please, framing the next story point as “yeah, we’ll get around to it.” Possibly this setup sets emotional brain at ease, and makes me much more enthusiastic about feeding all the bunnies along the coastline before actually going into the city.

Theory 2:

It’s possible that the only thing compelling me to do so much of the extra stuff in Okami is that I’m so starved for a game experience that speaks to me. I know in the back of my mind that it’ll probably be over 10 years before someone else makes a game of this scope with this amount of whimsy and personal Lisa Brown appeal, so I become desperate to squeeze every last drop out of the experience before leaving it.

What about you, internet? What games compel you to do all their extra things when comparable games do not?

Khan Academy Experiment–Intro to Algebra

So awhile ago on Facebook, I mentioned wanting to do a thing where I came up with a practical game development example for Khan Academy playlists.  This post is the first one!

I started with the Intro to Algebra playlist, and actually had kind of a tricky time coming up with an example.  I just wanted to do something simple with comparing two linear equations, but lots of things in games don’t end up being linear (the first idea that popped into my head was comparing acceleration and top speed between Bowser and Yoshi and seeing when Yoshi would overtake Bowser, but those aren’t linear rates).

After cycling through some more too-complex ideas, I settled on Gold Drip in MOBA games.  It’s a start, but even still it’s oversimplified for a few reasons

  • It doesn’t take into account other means of gold income or spending, only passive gold drip. 
  • It doesn’t address that you can’t actually buy the Philosopher’s Stone at the beginning of the game – that you can’t have negative gold
  • The per-10-seconds language would have tripped me up as a beginning algebra student, I think.

Anyway, it’s a start.  Please let me know if I blew the math anywhere.

The Scenario

In League of Legends, players earn money at a rate of 16 gold every 10 seconds and every player starts out with 475 gold.  A player can buy an item (Philosopher’s stone) for 700 gold that increases her income by 5 gold per 10 seconds.

So, normal rate (where s is seconds)

Total Gold = (16/10)s + 475

Philosopher’s Stone rate

((16+5)/10)s + 475 – 700

If a player buys the Philosopher’s Stone, at what time does she break even, after which her gold will overtake an opponent who did not buy the Philosopher’s Stone?  This is assuming neither player buys anything else or gains gold in another way.

(16/10)s +475 = ((16+5)/10)s + 475 – 700

(16/10)s +700= ((16+5)/10)s

(16/10)s+700 = (21/10)s

700 = (5/10)s

700=(1/2)s

1400 = s (so 23 minutes and 20 seconds)

IntroToAlgebra

However, this would assume that you could buy the item from the very start and have negative gold.  How long would it take before a player could afford to buy a Philosopher’s stone?

s = (700 – 475) * 10 / 16

Let’s assume that you the designer want the Philosopher’s Stone to be OP  and pay itself off 5 minutes earlier than it does right now (s=1100 instead of s=1400).  How could you change the item’s cost to achieve this?  How could you change its gold gain rate to achieve this?

Changing initial item cost

(16/10)(1100) +475 = ((16+5)/10)(1100) + 475 – c

(16/10)(1100) =  ((21)/10)(1100) – c

1760 = 2310 – c

c = 550

Changing item’s gold gain rate

(16/10)(1100) +475 = ((16/10)+r)(1100) + 475 – 700

1760= 1760+1100r – 700

700 = 1100r

7/11 = r (this is 7 gold per 11 seconds)

The Pitch Neutralizer

I’m not normally a dream-recounter, but this one I had a bit ago keeps popping back in my head, so I’ll go ahead and share.

In the dream, at work, there was a large device called the “Pitch Neutralizer.”  If you had an idea for a feature for the game or a solution to a design problem, you would speak it into the pitch neutralizer through a telephone-tube device like you see at the playground.  Everyone would have a turn proposing their ideas.

Then, the Pitch Neutralizer would present those ideas to the whole room, the trick being that each idea was now coming from one voice and source, so you wouldn’t be biased against a particular person’s idea based on how good/bad he was at presenting it.  Thus, neutralizing the pitches (awake brain thinks that “Pitch Normalizer” would have been a better name, but asleep brain says “I DO WHAT I WANT,” so there you go).

The quirkiest bit about this whole thing was the voice and personality the device would use to re-present all of the ideas.  It was none other than Oprah Winfrey.

I have no idea.

Indiecade 2012

I was starting to think that I had been cursed to never again attend Indiecade, as 2 years ago I came down with the flu this time of year*, and last year it was Nick who was let's-go-to-the-hospital sick right over Indiecade.  But this year we were both in good health, and ventured down to Culver City to check out all the games.  There was lots of cool stuff, but here are some of my favorites:

Continue reading Indiecade 2012

Calling out Good Behavior in LoL

League of Legend’s new Honor system lets you call people out for positive behavior.  It’s a bit like reporting only for positive things.  I’m unclear on whether any action is going to be taken on this data (like for matchmaking or whatever), but I still think it’s a good idea.  Apparently Dota 2 has something similar, but I had not read about it.

Resistance 3 inspiration images

I thought some people might find this interesting.

When I was first assigned the boat level in Resistance 3, we had a very vague idea of what it was going to be.  I'd been thinking about a mostly standard ride-down-the-natural-river experience until one of the concept artists did some drawings of a boat floating through a flooded city.  Immediately I thought of my hometown of Louisville, KY, and the great flood that devestated the area in the late 30s.  My good friend, Scott, had a scrapbook of newspaper clippings about the flood, and generously lent it to me to bring back to California and share with my team as a source of inspiration.  The environment artists were delighted!  Here are a few of the more influential newspaper clippings that inspired us.

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Art Blog

So, in honor of my 10th year of blogging, I'm starting up another blog project which has been on my mind for awhile.  It's basically a doodle-a-day, processing my backlog of drawings that I do in my notes during meetings and such.  Since it's on an auto-post schedule, I don't really have a good way of crossposting it here, beyond starting up an rss account for it.  

All the same, if you want to subscribe via other means, here it is!

http://wertle-doodles.blogspot.com/

10 years!

Holy crap, it is the 10th anniversary of my blog!  I started writing 10 years ago today in my Livejournal, chronicling random thoughts and college adventures.

And here I am today, continuing to chronicle random thoughts and adventures.  And also recipes.  Lots and lots of recipes.

What will this blog hold 10 years from now??

Game Designer