tag:blogger.com,1999:blog-882106379776501032023-11-15T08:25:40.602-05:00Slash and Z Game DesignA Collection of Short Articles for Game Design BeginnersAnonymoushttp://www.blogger.com/profile/09576921537205893126noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-88210637977650103.post-62674055077245036422012-04-16T00:55:00.004-04:002012-04-16T00:55:55.860-04:00Game Design 101: Luck<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-PlgEzaoDgnw/T4uf06kqL2I/AAAAAAAAB0c/WISvl3z_73M/s1600/1382594_4_leaf_clover.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="150" width="200" src="http://3.bp.blogspot.com/-PlgEzaoDgnw/T4uf06kqL2I/AAAAAAAAB0c/WISvl3z_73M/s200/1382594_4_leaf_clover.jpg" /></a></div><br />
<br />
<b>Luck</b> is an interesting topic in Game Design. Different games require different degrees of 'luckiness'. But what makes a game luck-based? I define luck as something the player <i>has no direct control over</i>. If your game is a random coin flip, then it would be 100% luck-based.<br />
<br />
So is luck in game design a bad thing? Some players would tell you it is. Luck causes different players who perform the same to get different outcomes. It can kill the competitive nature of the game and lead to a lot of frustration. <a href="http://www.youtube.com/watch?v=TfyrCcCMVgo">Anyone who has hit a 'Chance Time' square in Mario Party knows what I'm talking about here</a>. <br />
<br />
But there's arguments for luck as well. Firstly, it's easy. Every time a decision is made in a game, there has to be a rule telling the computer which side to pick. Instead of coding a complicated formula in order to figure out the winner, you can simply let the computer pick one at random. This saves a lot of time for the programmer.<br />
<br />
Secondly, if handled correctly, luck can make games far more intense. Not knowing the outcome of an action makes that action much more suspenseful. Think Pokemon. If you could determine whether or not the pokeball would work before you threw it, a large part of the appeal would be gone. The very lack of control the player has at that moment makes it much more exciting.<br />
<br />
So is luck good or bad? In the end, it's your call. Think which of these arguments apply most to your game and target audience. And keep coming back to this blog for more game design tips!Anonymoushttp://www.blogger.com/profile/09576921537205893126noreply@blogger.comtag:blogger.com,1999:blog-88210637977650103.post-8620061991894228832012-04-13T11:16:00.000-04:002012-04-13T16:00:49.244-04:00Story Writing 101: Don't fear cliches!Cliches. They're those story elements that have been done to death. Bowser just kidnapped the princess? Yeah, it's been done before. <a href="http://answers.yahoo.com/question/index?qid=20110525103844AANF62k">A lot</a>. So why does Nintendo stick to it?<br />
<br />
Cliches can be a powerful tool for game designers writing a story. The audience is familiar with the princess getting kidnapped. Less time needs to be wasted setting up motivation and plot, and can instead be spent jumping right into the game.<br />
<br />
In my personal game, Jack the Mage (<a href="http://slashandz.blogspot.com/p/test.html">you can download it for free on this blog</a>), the story is as simple and cliche as they get. But this allows the player to get started without having to sit through lots of cutscenes.<br />
<br />
<i>The first hour of a game or story should generally show the user what to expect from then on.</i> Otherwise, the story will seem convoluted and uninteresting. When used correctly, cliches can cut down on the non-essentials and launch the player straight into the action.<br />
<br />
Keep checking back for more story writing advice. Just don't go overboard on the cliches, alright? Make sure you follow us for more game design tips!<br />
<br />Anonymoushttp://www.blogger.com/profile/09576921537205893126noreply@blogger.comtag:blogger.com,1999:blog-88210637977650103.post-70473843735829593932012-04-12T20:47:00.000-04:002012-04-13T16:01:13.622-04:00Game Design 101: Game OverAll gamers know about the 'Game Over' screen. This depressing screen pops up when a player has failed to achieve his or her task. The screen is synonymous with failure. So why does it exist?<br />
<br />
When games were first being created, they typically existed on arcade machines. The idea of an arcade machine is that the player inserts a quarter, and gets to play until they mess up. As such, a screen was necessary when the player did mess up. It signaled "Put in more money". Devious, but it made sense at the time.<br />
<br />
Somehow though, this idea got drafted into console games. In a Mario game, when the player runs out of lives, they get a Game Over screen. Is that really necessary? Does the player's failure need to be shoved upon them like that? Many players tend to get frustrated or lose interest upon hitting this screen.<br />
<br />
Recently, the more fast paced games have done away with game over screens altogether. The player gets to keep trying until <i>they</i> decide the game is over, and not when the machine decides for them. This makes those types of game highly addictive. Granted, it doesn't work for all games. But don't feel obligated to make a game over screen for the sake of completion. It could do more harm than good. Make sure you follow us for more game design tips!<br />Anonymoushttp://www.blogger.com/profile/09576921537205893126noreply@blogger.comtag:blogger.com,1999:blog-88210637977650103.post-84292818208574288572012-04-12T15:27:00.002-04:002012-04-13T16:01:01.664-04:00Game Design 101: Color Theory I<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-XxGBqtC7B4o/T4d9V7NjiQI/AAAAAAAABxI/deazbjn2CMg/s1600/1066433_coloured_pens_in_a_fist.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="200" width="155" src="http://4.bp.blogspot.com/-XxGBqtC7B4o/T4d9V7NjiQI/AAAAAAAABxI/deazbjn2CMg/s200/1066433_coloured_pens_in_a_fist.jpg" /></a></div><br />
<br />
<br />
Games are very visual experiences. How many times have you heard a reviewer boast about a game's graphics? Graphics are an integral part of many review scores. And an oft-neglected component of graphics is color scheme.<br />
<br />
Whether or not you realize it, players will form a lot of assumptions about a game just by glancing at a screenshot. And we're not just talking about what type of genre the game is. Just by looking at the colors that are present, gamers begin to form ideas as to <i>whether or not the game appeals to them</i>.<br />
<br />
Some games prefer a very bleak, gritty color scheme. <a href="http://videogames.techfresh.net/wp-content/uploads/2009/05/call-of-duty-4-modern-warfare.jpeg">The Call of Duty series is an excellent example of this.</a> These colors depict realism. The subdued hues show the game is intended for a mature audience, getting away from the more bold 'kiddie colors'.<br />
<br />
Conversely, some games relish in their colors. <a href="http://www.zeldawiki.org/images/archive/8/86/20090202191023!The_legend_of_zelda_the_wind_waker,1.jpg">Think The Legend of Zelda: Wind Waker.</a> The colors are vivid and inviting. They forgo the rugged and mature look in exchange for vibrant spectacle. Seeing all of these colors on the screen triggers feelings of joy and youthful curiosity.<br />
<br />
Both games are fantastic in their own right. Wind Waker is not a game designed solely for little children. And Call of Duty has more than its fair share of young followers (as any Xbox Live player will tell you).<br />
<br />
It is the job of a game designer to figure out what colors will best reach your intended audience. Are your colors too vibrant? Too subdued? Or is there not enough color to tell? I plan on getting more specific towards what colors you should actually choose in later articles, but this should get you thinking it over until then. Make sure you follow us for more game design tips!Anonymoushttp://www.blogger.com/profile/09576921537205893126noreply@blogger.comtag:blogger.com,1999:blog-88210637977650103.post-42668977689613215002012-04-12T14:50:00.000-04:002012-04-13T16:00:33.336-04:00Story Writing 101: Creating Conflict<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/--U_vALXzjO0/T4d_IJ9CTxI/AAAAAAAABxg/6JRbNkgdkLo/s1600/1360662_chess_knights.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="133" width="200" src="http://4.bp.blogspot.com/--U_vALXzjO0/T4d_IJ9CTxI/AAAAAAAABxg/6JRbNkgdkLo/s200/1360662_chess_knights.jpg" /></a></div><br />
<br />
<br />
Most games have a story or theme that provides the player motivation. Because of this, I suggest game designers take time to learn the principles of telling a good story. This is especially true in RPGs. If the story can keep the players engaged, the game play is just icing on the cake. Welcome to Story Writing 101.<br />
<br />
<i>Today's topic: Coming up with Conflict</i><br />
<br />
There's three main schools of thought on writing conflict. If you try to picture each of these themes in your head, you'll have an easier time determining the story you want to write.<br />
<br />
<i>Theme #1 - Heroes vs Villains</i><br />
These stories have a good guy that the audience cheers for and a villain that needs to be stopped. This is classic Luke Vs Darth Vader. The conflict of this story is based on these two clashing. Bonus points if the good guy and bad guy aren't completely black and white. Give the good guy some dark tendencies and find a way to make the villain likable.<br />
<br />
<i>Theme #2 - Who Did It?</i><br />
Something happens off screen. Suddenly, the story turns into a game of Clue as everyone tries to figure out what exactly happened. Think of the CSI shows for examples here. Conflict is born out of suspicion and a desire to figure out what transpired. Bonus points for false leads and red herrings. <br />
<br />
<i>Theme #3 - The Next Day</i><br />
Something happens off screen. But the focus isn't on figuring out what. It's on surviving the consequences. Think of any apocalyptic movie. Gamers, think of the Fallout series. Conflict is born out of the desire to survive. Bonus points if the other two themes are used to assist.<br />
<br />
That should be enough to get you started. Tune in again for more tips on keeping your stories strong. Make sure you follow us for more game design tips!<br />Anonymoushttp://www.blogger.com/profile/09576921537205893126noreply@blogger.comtag:blogger.com,1999:blog-88210637977650103.post-52075633271414380352012-04-11T16:50:00.003-04:002012-04-12T21:22:06.451-04:00Opinion: Nintendo can't pull off an MMONintendo's next big system has been announced: <i>the Wii U</i>. That's old news. However, the system's design has raised quite a few eyebrows. Its specs are about on par with Xbox 360... which is five years old. <a href="http://www.geek.com/articles/games/wii-u-components-cost-180-price-point-300-2012049/" target="_blank">And it's expected to retail at $300</a>. Say what?<br />
<br />
So what exactly is Nintendo's strategy? The new rumor: <a href="http://www.ripten.com/2012/04/10/the-wii-u-to-become-the-mmo-players-console-of-choice/" target="_blank">MMO's</a>. <br />
<br />
Supposedly, Nintendo's gotten their act together since releasing the Wii's lackluster online capabilities. The controller, which has a built-in screen, could contain items, stats, spells, and the like, thus freeing up the top screen to show the action. Pretty cool, right?<br />
<br />
My issue is with Nintendo's marketing. Assuming this is where Nintendo is headed (and that's a pretty big assumption), they need to start pushing the online capabilities of the Wii U. So far the demonstrations have focused on <a href="http://www.digitaltrends.com/gaming/e3-2011-hands-on-nintendos-wii-u-demos/" target="_blank">simple, casual games with very little evidence of online function</a>. This is not appealing toward the MMO audience.<br />
<br />
On top of that, Nintendo has never appealed to the MMO market segment before. They have strong footholds in the casual and old-school segments (though both seem to be slipping). It does not make sense for Nintendo to abandon both of these groups in search of another audience to cater their products to.<br />
<br />
I have doubts that Nintendo actually plans to take this route. If they do, Nintendo needs to change their marketing strategy now.Anonymoushttp://www.blogger.com/profile/09576921537205893126noreply@blogger.comtag:blogger.com,1999:blog-88210637977650103.post-32025800036570854382012-04-11T16:34:00.001-04:002012-04-13T16:00:41.138-04:00Game Design 101: Write Content first, Story second<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-N4zEqRdFw-c/T4d_PEPw2bI/AAAAAAAABxs/34EGTprE624/s1600/1338212_business_man.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="133" width="200" src="http://2.bp.blogspot.com/-N4zEqRdFw-c/T4d_PEPw2bI/AAAAAAAABxs/34EGTprE624/s200/1338212_business_man.jpg" /></a></div><br />
<br />
<br />
When designing a game, many people have the urge to start writing out the storyline before the game is even started.<i> </i><br />
<br />
<i>Who is the hero?</i><br />
<i>What obstacles will he or she encounter?</i><br />
<br />
We've all been there. I promise you, this is a big mistake. The issue is that the imagination has a lot less limitations than the game itself. You might imagine a cinematic battle against an empire of dragons. Is it epic? Hell yes. But unless you can <i>create</i> it, this doesn't do you much good.<br />
<br />
It's far better to see what you can make, and then create a storyline to justify it. Do you know why Mario always wears a hat? Because the designers had difficulty with hair. <a href="http://www.mariowiki.com/Mario%27s_Cap" target="_blank">Seriously</a>. See what characters and locations you can make, and the story will essentially write itself.<br />
<br />
<i>A story with a game as foundation will be better than a game cobbled around a story</i>. I guarantee it. Make sure you follow us for more game design tips!Anonymoushttp://www.blogger.com/profile/09576921537205893126noreply@blogger.comtag:blogger.com,1999:blog-88210637977650103.post-78453156078292118862012-04-11T12:43:00.000-04:002012-04-13T16:00:21.748-04:00Game Design 101: Know your Limits<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-VxHshL43U7k/T4d9n9ehU2I/AAAAAAAABxU/BggFSGg0pp4/s1600/834002_nospeed.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="162" width="200" src="http://2.bp.blogspot.com/-VxHshL43U7k/T4d9n9ehU2I/AAAAAAAABxU/BggFSGg0pp4/s200/834002_nospeed.jpg" /></a></div><br />
<br />
<br />
When I first started on<i> </i><a href="http://slashandz.blogspot.com/p/test.html" target="_blank">Jack the Mage</a>, I had this idea of the game being at least seven stages. Each stage would have a unique boss battle with different forms, tons of new enemies, and secrets hidden on each stage. It would have been sweet. But let's be honest: it also would have never been finished.<br />
<br />
When designing a game, or tackling any task at all, too many objectives can be overwhelming. As you complete tasks, the progress becomes negligible as there's still so much to get done. Frustration and boredom set in. Bigger and better ideas for new projects pop up in your head, yet you're weighted down by this seemingly endless chore. And then nothing gets done. I know you've been there. We all have.<br />
<br />
So next time you have an idea for a project, rather than laying out a grand masterpiece at the beginning, just focus on<i> the minimal requirements</i>. For Jack the Mage, that would be a single stage. No frills, just the baseline. Then once you complete that, if you're still interested, expand on it. I went on to add three more stages. Eventually, the project will reach a point where you're either satisfied with it or sick of it. Regardless, it will be in a inished form.<br />
<br />
This way, you can finish the project at whatever time is most convenient, rather than never finishing it at all. Make sure you follow us for more game design tips!Anonymoushttp://www.blogger.com/profile/09576921537205893126noreply@blogger.comtag:blogger.com,1999:blog-88210637977650103.post-18581607522271021272012-04-10T21:15:00.001-04:002012-04-11T19:06:21.611-04:00Opinion: Mass Effect 3 Ending ControversyOh boy. Mass Effect 3. Being a game designer, I love reading up on controversies like this one.<br />
<br />
Quick recap: the <i>Mass Effect</i> series is a trilogy of games made by Bioware that boasted giving a player an unprecedented level of choice in how the story played out. Alliances were drawn, rivalries developed, and friends lived or died based on decisions made by the player. The final game was just released and the stakes were higher than ever. Trust me, this game was deep.<br />
<br />
<a href="http://www.metacritic.com/game/xbox-360/mass-effect-3" target="_blank">The reviewers absolutely loved it. The average player did not.</a><br />
What's up with that?<br />
<br />
It all comes down to the ending of the game. Bioware made a very strange game design decision. In a nutshell, the player got to choose one of three very similar endings. These endings had little to do with any of the choices made up to that point. It went against everything that made the game the icon it is today. And this actually directly conflicted <a href="http://www.reddit.com/r/masseffect/comments/r9z84/developer_quotes_premass_effect_3_release/" target="_blank">with many of the statements up to the game's launch</a>. Hopefully you're starting to see why the fans feel burned.<br />
<br />
Bioware is stepping up to plate by <a href="http://news.yahoo.com/mass-effect-3-fans-promised-expanded-ending-180914966.html" target="_blank">releasing an 'expanded ending'</a>. This ending should provide additional clarity and closure to the endings. Not all are happy with this though. Critics are saying that they're setting a very dangerous precedent, and that Mass Effect will lose its <i>artistic integrity</i>.<br />
<br />
At the end of the day, this is a great achievementfor the video game industry. Movies are often changed if they are not enjoyed by test audiences. How many times have we seen an 'Updated Release' of Star Wars? What about the new 3-D releases of Disney movies? Media can not be left to stagnate. When times change, people adapt and evolve. Otherwise society goes nowhere. The same can be said of any art.<br />
<br />
I fully support the release of the extended ending DLC. If anything, this will extend the life of the Mass Effect series, raising it to new heights. The alternative is to leave the ending forever as a 'what could have been'.<br />
<br />Anonymoushttp://www.blogger.com/profile/09576921537205893126noreply@blogger.comtag:blogger.com,1999:blog-88210637977650103.post-82603220107146503002012-04-10T19:44:00.000-04:002012-04-11T19:19:46.249-04:00Mission StatementMy name is Josh Koenig. I'm a soon-to-be college graduate.<br />
<br />
I've had a long interest in Game Design, and have even made some simple games over the past few years. I figured the best way to get people playing these would be to put them online. I'll host one game on here for now, and add more if it gains any attention.<br />
<br />
I'll also add the occasional game design rant or insight for those who are interested.<br />
<br />
And for the skeptics out there, yes, the games are <i>free</i>. If you enjoy the game, let me know. That's thanks enough for me.Anonymoushttp://www.blogger.com/profile/09576921537205893126noreply@blogger.com