Gamemaking

Wherein I talk about games I am making

My first game

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Apr 032013
 

At PAX East, there was a panel where a bunch of devs talked about their first games. They asked me and a few others to send in a video… and this is what I sent them.

The saga of how I managed to make it, though, is a little more intricate, involving copying all my Atari 8-bit floppies to PC. I used the USB SIO2PC interface from Atarimax to connect the floppy drive direct to the PC.  I then captured video directly within Altirra. Some of the disks were dead, alas, but I was able to recover about a half dozen games and partial games that I wrote when I was 14 and 15. Maybe at some point I’ll do posts on them.

You also get to see a glimpse of what was my real bootcamp in game design. It wasn’t the videogames. Frankly, I wasn’t a good enough programmer to make great games, really, and so a lot of the games were clone-like in a lot of ways. A truly ridiculous amount of them consist of nothing more than the title screen. No, it was the boardgames I did as a kid that in retrospect really taught me the basics… I must have made several dozen, and they’d get playtested during recess periods at school. At some point, I will definitely do a post about those. I still have many of them.

Mar 152012
 

This is post #2,342 on this blog (not counting the dozens of articles, snippets, and presentations not in the blog database)… yet more of the over a quarter-million words written here since the site started in 1997 and the blog in 1998. And I have to admit, I tend to take for granted the idea that people have read all the stuff that matters, so they understand me when I throw around terms or assume that they know what my past writing on the topic is. Which is ludicrous, of course.

So I got asked on Twitter for a list of my juiciest game design posts, to serve as a central jumping-off point.

This was hard. But here’s a list of ones that I think are my best. Many of these are actually talks, rather than posts. These are usually in sort of rough reverse chronological order, but there’s plenty of places where they are just in the order I found them in, or random cut & paste order.

Feel free to list your own favorites in the comments. And if you haven’t seen some of these before, well, this is the best way to catch up on my overall beliefs and philosophies on games.

Theory of fun (cognition and games) and game grammar overview. This covers the very highest level structure of the thinking on these two interrelated subjects.

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Jan 262012
 

When I said that narrative was not a game mechanic, but rather a form of feedback, I was getting at the core point that chunks of story are generally doled out as a reward for accomplishing a particular task. And games fundamentally, are about completing tasks — reaching for goals, be they self-imposed (as in all the forms of free-form play or paideia, as Caillois put it in Man, Play and Games) or authorially imposed (or ludus). They are about problem-solving in the sense that hey are about cognitively mastering models of varying complexity.

Some replies used the word “content” to describe the role that narrative plays. But I wouldn’t use the word content to describe varying feedback.

In other words, perverse as it may sound, I wouldn’t generally call chunks of story “game content.” But I would sometimes, and I’ll even offer up a game design here that does so.

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Non-Andean Bird

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Jan 052010
 

Some of you long-time blog readers may recall a little public project of mine called Andean Bird.*

But that is not what I am writing about. Instead, I wanted to call your attention to this!

That’s a prototype by Michael Wilson, who writes

Hello there. I enjoyed your playing with your ‘Andean Bird’ prototype three years back, which was a concept I’d wanted to explore myself but never had time. I was sad to see that you didn’t continue the project. However I’ve recently had some free time to learn XNA, and I’ve made a 3D bird flight simulator that is perhaps a spiritual successor. It still needs some elements to be a playable game – sound, a ‘flight path’ to follow etc – but the simulation mechanics are working well.

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