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.

Favorite game designs from 2017

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Feb 102018
 

I already posted about my favorite game of last year — What Remains of Edith Finch — but I liked a lot of other games last year too, so here are some recommendations and why I liked them.

I play well over a hundred games a year, for varying lengths of time, usually mostly right at the end of the year when I have time off and can devote it to sitting in front of a screen and playing for eight hours a day. Even the games I really enjoy, I often never get to go back to. My completion rate is terrible. Though this year, I did finish Gorogoa, Edith Finch, and Old Man’s Journey, mostly because they are short. So bear in mind that for me, “favorite” usually means “intrigued me from a design perspective” and not necessarily “had the most fun playing.” Think of this list as “games designers should play,” in my opinion.

These are just in alphabetical order, by the way, not ranked in any way. Continue reading »

Feb 062018
 

I was chatting on Twitter with someone about narrative games, and What Remains of Edith Finch came up. It was my favorite game of last year, and I had written this little bit on it for a forum discussion elsewhere… but never posted it here. So here it is, slightly expanded.

I’ll try to do this without spoilers. TLDR: Basically, an amazing gamut of emotional stuff gets evoked by linking mini-games (mostly about control, which is crucial to the underlying themes of the story) to the stories really tightly.

Long form:

Edith Finch is a major structural evolution of what people have termed “walking simulators,” first person narrative storytelling, a hybridization of filmic story with narrative drips from static object interactions. Continue reading »

Feb 022018
 

Today, at the kind invitation of Joe Osborn, I gave a talk for one of the workshops at AAAI-18, one on Knowledge Extraction from Games. I was pretty intimidated about talking at all; any time I stand up in front of people who really know algorithms, systems, or math, I feel like an utter dilettante who is bound to say foolish things. I had been noodling around with some notes around the broad topics of depth and indeterminacy, centered around the idea of games as ternary output machines, so I sent them to him, and he talked me into getting in front of an audience with them.

Along the way, I stumbled into formalizing many of the “game grammar” ideas into an actual Backus-Naur Form grammar. This is something that was mentioned to me casually on Facebook, and which I was aware of from long ago classes on programming, in the context of parsers… but which I hadn’t ever seriously considered as an approach to the more humanities-driven process i was going through with game grammar work. Grammar was just a metaphor! Continue reading »

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The cost of games

 Posted by (Visited 32886 times)  Game talk  Tagged with: , ,
Jan 172018
 

Yesterday I was in Anaheim giving a talk called “Industry Lifecycles.” (click here for slides and video).

It was intended to be a brief summary of the blog post of the same title, with a dash of material from my recent post on game economics.

Now, that latter post resonated quite a lot. There was lengthy discussion on more Internet forums than I can count, but it came accompanied by skepticism regarding the data and conclusions. If you recall, the post was originally replies to various comment threads on different sites, glued together into a sort of Q&A format. It wasn’t based on solid research.

As many pointed out, getting hard data on game costs is difficult. When I did my talk “Moore’s Wall” in 2005, I did some basic research using mostly publicly available data on costs, and extrapolated out an exponential curve for game costs, and warned that the trendlines looked somewhat inescapable to me. But much has changed, not least of which is the advent of at least two whole new business models in the intervening time.

So the Casual Connect talk ended up being an updated Moore’s Wall. Using industry contacts and a bunch of web research, I assembled a data set of over 250 games covering the last several decades. This post is going to show you what I found, and in rather more detail than the talk since the talk was only 25 minutes. (You can follow this link to see the full slides, but this post is really a deeper dive on the same data.)

Continue reading »

Some current game economics

 Posted by (Visited 14365 times)  Game talk  Tagged with:
Nov 272017
 

Recently I was over on The Ancient Gaming Noob blog, where a discussion broke out on all the recent discussions about lootboxes, game development costs, game pricing, microtransactions, and all the rest. In particular, it was prompted by this video:

Despite the title of that video, games are indeed plenty expensive to make, and more specifically, they’re definitely too expensive to make without the revenue brought in by all this upsell stuff.

But the reasons why are complicated, and worth explaining in more detail. So I did, in comments on that blog, and the replies there suggested that I needed to make a blog post of it.

So here it is, basically a fix-up post, and not up to my usual essay standards, being as it is cobbled together from several impromptu comments. Bold text is comments I was asked or replied to.

Continue reading »