http://www.joystiq.com/2011/01/12/report-marvel-vs-capcom-3-cheekily-punishes-rage-quitters/
Category Archives: Musings on Game Design
Thinking about design in general or looking at games from a design analysis perspective. Game Design Toolbox entries may go here.
Successful Moderation of Brainstorming Meetings
Originally written for #AltDevBlogADay
I think the game development community has done a pretty good job of sharing resources and ideas and tips and tricks on effective brainstorming. However, it’s one thing to tease out of your brain all the fantastic and creative ideas you could ever ask for; getting the same thing out of a group of people in meeting-form is a slightly different animal.
Continue reading Successful Moderation of Brainstorming Meetings
The games I’d make
My team just finished hitting an intense deadline at the end of June, and I’m finally winding back down to a normal pace. As such, I’ve been thinking a lot about games and that question that every game designer gets asked…
“If you could make any game you wanted, what would it be?”
I’ve been asked that a fair amount recently, and I’ve always responded with “I have to think about it,” not as a dodge but just because I really did have to think about it. I spent the better part of 2 months pondering the matter, and have finally come up with my response.
Football insight
While watching the Superbowl tonight, I had an insight. I realized that the time I started enjoying football corresponded with when they started using augmented reality to render the first down line.
I used to be all, “I don’t know what’s going on! Wait, why are they switching out? What happened? Was that a good thing? Did something good happen?” And I pretty much gave up on attempting to watch the sport.
Now it’s easy, I just look at the screen and think “Okay, they have to get to there, got it.” Suddenly, football is enjoyable to watch!
It’s amazing how a little piece of technology can make something so much more accessible to a casual audience!
Game Design Toolbox
One of my favorite assignments in Game Design was building the Toolbox. We had to think of games we’d played from every year starting when we were 5 years old, and jot down a useful memory about the game. Useful in terms of something we learned from it game-design-wise. It was a very useful tool, and I’m always adding onto it.
However, I wanted to do two things: 1) Put the toolbox in a format that would be easily categorized, searchable, and easy to add on to, and 2) A format that was easy to share with others.
As such, I’ve started a new blog: Wertle’s Game Design Toolbox
I’ve already copied over the information from the original toolbox, but there is still MUCH to add. For example, as a preliminary exercise, I made a list of every video game I can ever remember having played EVER. Now I have to add each one to the toolbox with a corresponding memory.
I have about 200 entries to add, and that’s just video games. I haven’t even started a list for other types of games!
This is a huge project, but I intend to catch up, so that eventually adding new entries will be gradual. I also intend to make lots of tags, so that I can look up entries by system, by genre, or by insight.
How long do you think it’ll take me to add all my games?
A Silent Protagonist Does NOT Guarantee Awesomeness
The theme of today’s entry is “correlation does not imply causation,” except I’m not talking about vaccines. I’m talking about the frequent notion that a silent protagonist in a video game makes for a more immersive experience. A recent Kotaku article got me thinking about this, but I intend to look at the matter in a more specific and less, uh, prickly point of view. Now, I’m going to slim the playing field a bit and talk specifically about silent heroes in first person shooters, in interest of time and clarity of point.
This blog post is Longsville, you have been warned.
Borderlands’ Lost Opportunity
As a pre-birthday treat, I spent aaaaaall day today playing Borderlands with Josh. As I mentioned before, I am finding Borderlands an absolutely delightful co-op experience and am having a great time. But man, they blew it for me today.
A tale follows of a missed opportunity. There are spoilers, but apparently they aren’t that big a deal.
WoW Talk
Tonight, internet, I will be discussing the new World of Warcraft Looking for Group interface and how it affects community.
I’ll catch up old WoWers who may not have played in awhile about the system, then ramble a bit about the design and community and some things that surprised me. Then a tanking anecdote for your enjoyment.
More on Uncharted 2
Josh: So, which is better? Uncharted 2 or Arkham Asylum?
Me: Hmmm, it’s a tough choice, but I’m going to say Uncharted
Drake: I don’t think so
In spite of Nate’s humorously-timed modesty, it is true. Both are amazing games and super fun, but I’m gonna name Uncharted 2 as the winner because of being an original IP.
Now, I could talk about all the mechanics that make this game wonderful, or its amazing character and story development, or I could speak of its touching amount of polish. Many elements of the game are blogworthy, but you can probably read about all those elsewhere.
Today, I will instead talk about how appreciative I am of the design of the main character, from my perspective as a lady.
Now, note that as a girl into games, I’m used to being subjected to character design aimed to please the straight male demographic. Many a time I have rolled my eyes at the stock shape that most girl characters seem to take, and the attention to detail in the realm of boob physics. At the same time, male characters also seem to be designed for the straight male demographic, because apparently straight males fantasize about being large and unattractively bulky? I don’t pretend to understand.
I long ago accepted this quality as the way of games, and moved ahead with my life.
But at long last, ladies (and gay men), we have been given a piece of eye candy unto ourselves! Surely those Naughty Dogs must have made this character for us, and I am proud of whatever research into the straight female/gay man market they did to finally come up someone that we could gawk over.
Sure, sure, they made Chloe to appease the straight males, and how the straight males latch right onto her. They don’t seem to mind that the main character has been given to us. It’s a win situation for everyone involved!
Also, butt!
Even more, it has perhaps helped bridge the gap between the sexes. For example, I was always a little bit baffled when my male friends preferred hot and scantily clad women to use for their avatars. I would make male avatars, sure, but never from the perspective of them being attractive. But now, with Drake as my default Multiplayer skin, I understand!
And so, thank you, Naughty Dog. Thank you not only for making the best game I’ve played so far, but for creating a fictional character who is easy on the eyes for the…uh…more neglected gamer demographic.
Dream Games
I often have dreams about games I’ve made, and of course they’re the awesomest ever in dreamland, because they follow dream logic. When I wake up and start reviewing my awesome new game idea, it is usually quickly apparent that, in real-world logic, they wouldn’t work at all.
All the same, I try and write them down, because even if they are meant for the land of dreams I occasionally pick out some idea or mechanic or insight that could be useful later. In some cases (like tonight) I wake up immediately after the dream and can not get back to sleep until I write it down.