Game talk

This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.

Happy birthday, Super Mario Bros.

 Posted by (Visited 10061 times)  Game talk  Tagged with: ,
Sep 132010
 

Super Mario Bros. is 25. Of course, lots of folks no longer remember its antecedent, just called Mario Bros., which wasn’t in the model of a “platformer” at all, though it did include platforms. 🙂

Prior to SMB, there were plenty of platformers, but they had different modalities of play:

  • In the original Donkey Kong, the challenge was “get to the other side” — where the side was the top.
  • In ones like Miner 2049er it was all about “painting the map” (literally, in that game’s case — you changed the color of the platforms you walked on), akin to Pac-Man in that sense.
  • In others, it was about collecting objects, such as in Lode Runner (itself derived from Apple Panic) or Jumpman. This is a very different challenge from the one of hitting every spot.
  • And Kangaroo is where I first saw a traditional platformer that included the notion of attacking opponents directly (DK had the hammer, but that was more in the nature of a power-up; Mario Bros. had fighting turtles in essentially the SMB mode, but that was the core gameplay activity, rather than platforming. Almost like a co-op version of Super Smash Bros. actually).

For me, a big part of the genius of SMB has always been the way in which it adopted all these variants and modified them into what has become the template for all platforming since. The sense of completeness that the “visit every spot” games encouraged became the secrets you could find. The fighting was seamlessly woven into the overall “get to the other side.” The sense of environmental modifiability of Lode Runner is present via breaking blocks. Collecting specific objects within the map became an ancillary mechanic rather than mandatory.

Perhaps most importantly, the seeds of narrative that were present and so surprising in Donkey Kong reached full flower — it was here that what we think of as the classic Nintendo universe was really born. It is easy to forget that the rather slight story in DK was a bit of a revolution at the time, when what passed for narrative was the insertion of “cutscenes” about Ms Pac-Man’s relationship in between levels — or more often,  just text on the side of an arcade cabinet.

In essence, by taking all these elements, not in a literal sense, but in a functional, mechanical sense, SMB became the prototype for a “feature-complete” platform game. In a lot of ways, the games have not changed since. The addition of a third dimension didn’t change the core mechanics much, and embedding games such as occasional racing or dodge’em elements is clearly additive.

In a sense, this is a birthday for not only Super Mario Bros., but for all the platformers since, which owe it a huge design debt.

Games victim of bad CNN headline

 Posted by (Visited 10537 times)  Game talk  Tagged with:
Sep 022010
 

There it was on the front page of CNN today: “Games delay, then speed dementia?

Only, of course, you click through to the article, and the headline is different: Brain exercises delay, speed up dementia?.

What sort of brain exercises? Well, everything:

Activities that counted toward being “cognitively active” included going to a museum, watching television, listening to radio, reading newspapers, reading magazines, reading books, and playing games.

Grr.

This stuff does matter — plenty of people will read just the headline, and move on. Why doesn’t it say “going to museums delays then speeds up dementia”?

GDC Online track keynote

 Posted by (Visited 15613 times)  Game talk  Tagged with: , , , ,
Aug 312010
 

Gamasutra has an article up about more GDC Online talks, and mentions in there that I am giving the design track keynote.

Classic Social Mechanics: The Engines Behind Everything Multiplayer Speaker/s: Raph Koster (Playdom)
Day / Time / Location: TBD
Track / Summit: Design
Description: Games have been multiplayer throughout history and have always been fundamentally social. Today were seeing an explosion in games driven by new ways of interacting with people online. Many lessons are available to us from both anthropology and the history of games that demonstrate that sometimes, social mechanics are just old wine in new bottles. In this lecture well cut through the terminology and look at the underlying mechanics and principles that drive sociable gameplay in everything from Facebook games to sports.

I’m looking forward to this one. 🙂 Different but similar to the math one from last year, I hope. It’s been (gasp) seven years since I did my talk on social networking theory, and a lot has evolved since then.

I should also mention that John Donham, who I’ve been working with for years now at Metaplace and now Playdom, is giving a talk on moving from AAA game development to social games — a sort of “top ten bad assumptions” overview, that is looking really good (I get to peek over his shoulder as he preps…)

Early reg discounts end tomorrow! So go sign up for 40% off if you haven’t already!

Aug 172010
 

“Cloud gaming could completely change how the video games industry works,” [EEDAR CEO Greg Short] said. “Why would you play FarmVille when you can play World of Warcraft on the same machine?”

via EEDAR: Cloud gaming could kill Farmville | Games Industry | MCV.

No, Greg. Let’s not confuse a delivery mechanism for an audience. A huge part of the audience that likes social games doesn’t like World of Warcraft. I know this is shocking and bizarre to hear, so let me reiterate it. They don’t like the games you do.

It is true that cloud gaming offers higher levels of presentation right now. What it doesn’t offer is the right sort of content for the mass market audience.

Could you deliver a social game that has broad appeal via cloud gaming service? Sure. You could have done it via a Playstation 3 too. But nobody did it because of the audience mismatch. And the cloud gaming services’ prime selling point is that they deliver high-end graphics.

We are already seeing social gaming move onto mobile devices that have plenty of power to deliver fancier graphics. And when we do, we see that it isn’t the graphics that make the difference. It’s the gameplay. And the fact is that overall, and granting that there is plenty of evolution to come, social games have the right gameplay for the mass market.

Art game “My Divorce”

 Posted by (Visited 8175 times)  Game talk  Tagged with: ,
Aug 162010
 

It’s a response to Rod Humble’s The Marriage. It seems to have a bit more of a specific “moral” than Rod’s game, according to the author:

My experience (and intention) shows that the game can only be won by constantly focusing on the “children”, often at some sacrifice to the parents.

My Divorce: A computer game by Brett Douville

The game is directly inspired by The Marriage, using basically the same art treatment, similar controls, and so on.

[via @bbrathwaite]