Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Wednesday, September 28, 2011

Angry Wishlist

Like everyone else on the planet, I like Angry Birds. But after the first fifty or sixty levels or so, I started to hit a wall where my frustration with the game overwhelmed my desire to play it. Ragequits became quite common.

Granted, how many games can you say that about-- that the ragequit wall comes after the first fifty or sixty levels? A lot of games-- especially physics puzzles-- hit that wall a lot sooner.

But it's got me thinking about which features I'd like to see in a sequel:

  • Guidelines. I don't think it would do the game irrepable harm if the game told me where a bird would hit given its current angle and the tug of the rubber-band. You don't need to tell me how hard it's going to hit, what kind of damage it's going to do, or give me lines for blue splitters and yellow dashers-- just let me know where I'm aiming. Because too often I think I have something lined up the same way, and it ends up completely different. Make it less about my dexterity/precision and more about my brain.



  • Have stars unlock levels, rather than beating the level before it. Circumvents the ragequit wall.



  • Level Editor. Because UGC is all the rage these days.



  • Creative Mode. Give me a mode where I'm assigned the birds, yes, but I can choose the order in which they strike.

Wednesday, August 31, 2011

On the Popularity of Angry Birds

I don't think Angry Birds is popular because of its gameplay. Physics puzzles are a dime a dozen. I think it is popular because there's a profound and inexorable sadness at the heart of the game.

Because, look at those pigs. They've no limbs, and probably suffer from developmental disabilities-- certainly, their facial features exhibit some kind of congenital defect. They took the birds' eggs, but I don't think they understood that they were doing anything wrong; they were just hungry.

The birds swingshot themselves to death attemping to murder these crippled, developmentally-disabled pigs as a form of ultimately pointless and morally ambiguous vengeance. The yellow bird is graphically battered when it collides; the black bird explodes; the white bird drops an egg-- the very reason for their titular emotional state-- as a weapon.

It's not a deep game by any means; it is a bizarre one, though, and one that's very much a product of its time.

Saturday, April 30, 2011

Tzirallum.


A solitaire card game utilizing a standard 52-card deck.

Some of you probably are aware by now that, while we're still working on films (and long-overdue DVDs of films), Tom has embraced a new vocation: board game design. This morning, I had a dream about a solitaire card game and when I woke, I recreated it. Like many ideas one gets in a dream, it wasn't very good or compelling. But it made me think of another idea, and that idea, in turn, became Tzirallum. Let me know how/if you enjoy it.

Be sure to heed the last bit of advice at the bottom of the instructions, especially with the low-numbered cards. It really does make a lot of difference. Also, don't be too hasty about eliminating the "pivot" spots in the tableau that, by a few tricky switches and builds, might move an otherwise stranded card from one row to another by way of the column.

Wednesday, August 19, 2009

Indie Trailers A-Go-Go # 4

Preston Miller's GOD'S LAND.


Dmitry Trakovsky's MEETING ANDREI TARKOVSKY.


Jonatan Soderstrom's DEATH PARTY.

Sunday, May 31, 2009

Side Saddle 2: Side Harder!

My adventures in game design are largely experimental in nature; I like to take weird ideas and ask weird questions and see if the end result is playable or interesting. The only one of my explicitly experimental games that I'm not embarrassed by is Side Saddle.
YoYoGames
Ss2

Side Saddle
Added: 08 January 2009
By: tomrussell


(You can play it at Yo Yo Games using their instant play plug-in or you can download it right to your desktop.)

Action games are about controlling space, but in non-arena shmups, both vertical and horizontal, I find the control of space to be too easy. Yes, in bullet hell games, it's difficult to dodge-and-shoot, but in many games you can basically just strafe back-and-forth along one axis-- the horizontal axis in a vertical game and the vertical one in a horizontal-- and rapidly press or hold the fire button to destroy whatever legions of enemies are coming at you.

The player can hang back at either the bottom or left of the screen and fire from there; their shots stretch out over wider axis of the game's orientation.

There are some shmups, of course, that don't allow the player to fall into this trap. Enemies with heat-seeking missiles and arcing bullets prevent the player from getting too comfy. Cactus's great game Clean Asia requires you to ram through an enemy in order to gather the shots used to defeat them. And you don't want to move along one axis in a bullet hell game.

But I was wondering to myself, is there another way to do this? The big problem for me was, again, the way the bullets dominate the longer axis. I considered using "funny" bullets that spin around and I thought about using bullets that peter out after so many seconds. But I couldn't really get either to implement particularly well.

That's when the thought occured to me of flipping the axis; of having the bullets control the short axis rather than the long one.

In such a game, the player would have to get right next to an enemy in order to shoot them, putting a renewed focus on how the player moves through and controls space. And that's when I started working on Side Saddle, a side-shooting vertical shmup. But there was still a problem; I found that my playtesters were moving along the vertical axis, up-and-down, shooting willy-nilly. Shorter axis or not, it was still the same trap.

And that's where the ammo idea came from; players would now have to conserve their ammo and aim carefully. Accuracy became important. And the reloading motif-- the ammo only reloads when the player isn't moving-- would require the player to think more deeply about the way they moved through space, to consider if they should stop here and for how long.

It also introduced a dynamic tension into the way the player dealt with enemies. If you kill an enemy quickly, you'll have more time to recharge ammo for the next wave; if you wait longer, the enemy will be worth more points but you'll have less time to recharge. And since every 10,000 points gave the player a turret power-up, thus increasing their ability to control space and avoid dying, scoring more points is ideal.

So that, in a nutshell, is the decision-making process that resulted in this game. It's a difficult game, but it's perfectly winnable if the player (1) conserves ammo, (2) fires accurately, (3) stops moving to recharge his ammo, (4) strikes a balance between his ammo-needs and his power-up wants, and (5) uses the entire playfield.

The problem with all that is, it's pretty much hard-wired to support one style of play (the style enumerated above) and to dismiss all others (such as the move-along-one-axis and firing-willy-nilly-at-everything school of shmupping). I stand by the decisions I've made and I think there's a lot of good, challenging, and strategic play in it, that it has a fair amount of replay value.

At the same time, I'm dubious about any game that doesn't allow the player to use their own play style and strategies. While I still think, at least at this stage when it is admittedly still very fresh in my heart and my mind, Side Saddle is a good game, it should have supported more varied styles of play.

Part of the problem is, admittedly, by design-- the whole point of the game, from the start, was to "correct" "lazy" play habits in shmup game play by removing the strategy of moving along one axis while controlling the other with your bullets. But, y'know-- some people like that style of play. (Heck, sometimes I do.) So maybe the whole time I was operating from a false premise.

I'm certainly not trying to dissuade anyone from playing my game--please dear God play my game-- and in fact I hope that the preceding prods some people into giving it a look.

(Please forgive the poor image quality in this clip; it was either shoot off the screen as I did or use Cam Studio to slow the game down to an unplayable crawl.)

I'm currently at work on another shmup, a sequel that takes three of Side Saddle's defining features-- side-shooting on a vertical screen, placing turret power-ups, and an ammo feature-- and pushes them into a new direction, one that hopefully supports more diverse styles of play. If anyone who has played the original wants to give me some feedback that can be implemented in its sequel-- or if anyone wants to play the original now and give me more of the same-- now would be the time to do so.
YoYoGames
Ss2

Side Saddle
Added: 08 January 2009
By: tomrussell

Monday, May 25, 2009

Game Review: Riddick (Butcher's Bay & Dark Athena) Over at Monitor Duty

Tom here. I've begun doing game reviews of new commercial titles over at Monitor Duty, the geek news website. My style hasn't changed much since I opened my appreciation of Super Mario Bros. with a quote from Proust-- if you like in-depth analysis from a game design perspective that's unafraid to take the art form seriously, then it's for you. If you're more partial to, OMG!, this game was awesome!, look elsewhere.

First review: The Chronicles of Riddick: Assault on Dark Athena, which contains both that game and the original, Escape From Butcher's Bay.

turtlebit: Video game commercials

I found an interesting item at GamePlayer. Here you will find 19 classic video game commercials, a virtual smorgasbord for the mind, waiting for you. Here are three to get you started.

First up is an ancient Sega Saturn commercial



Next up is Super Smash Brothers.



Last up is Sony Playstation 2.