Archive for category design

You Got RPG in my Fighting Game

Combining genre staples has been around for a long time. It’s a technique that, when well executed, can create some really interesting experiences.

But is it applicable to fighting games?

snap00065 You Got RPG in my Fighting Game

Are character-levels a good idea in a fighting game?

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Deductive Puzzles

Adventure games are filled with their fair share of sleuthing, so why do they often turn into a parody of MacGyver?

Well, gameplay, of course. Browsing the scenery for usable objects — whether they can be picked up or not, and whether they can be used by themselves or in conjunction with other objects — is the interactive cause-and-effect bit.

macgyver Deductive Puzzles

Way too many designers have asked themselves that very question.

Considering how many adventure games revolve around solving mysteries, though, it’s surprising that so few of them rely on the player’s deductive skills. Instead, the audience is often stuck doing all sorts of illogical things, especially on a micro level. There’s usually a clear goal, but getting there is a matter of figuring out the logistics, not the mystery.

Now relying on the player’s deductive skills can be a big challenge. It’s not the most casual concept, it can be difficult to keep all the details of the “big picture” in one’s head, and even small discrepancies between the player’s conclusions and the designer’s intentions can result in an impasse.

Still, it’s not impossible.

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Orange Box Designer Commentary

Valve first tried out designer commentary with the Lost Coast standalone demo. Apparently it was such a big success that they decided to do the same for all the games in the Orange Box.

Now Valve is a group of some very, very smart people, and it shows.

ep1 c17 060018 Orange Box Designer Commentary

Escape from City 17 at the end of Half-Life: Episode One.

Generic behind-the-scenes specials tend to tell the same old story: the development cycle was hectic, but the team eventually persevered and released a great product (even if it was a little flawed and missing some features). In between all that you might come across an interesting tid-bit or two, but don’t expect any mind blowing revelations.

The commentary on the Orange Box, though, is full of pure-gold nuggets. In fact, playing through its four commentary-enabled titles will probably teach you more about various aspects of videogame production than any game design book. If you haven’t checked it out but are in any way interested in videogame design, I urge you to do so now.

Here are just a few segments I picked out:

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The Greatest Collectible of All Time

supermarioworld coinarrow The Greatest Collectible of All Time

One of the famous coin arrows in Super Mario World.

In-game collectibles are a staple of platformers and play a big part in various videogame genres. They help to fill out maps, provide points bonuses and aid the player in overcoming the game’s challenges. They also flesh out the setting, sometimes even being used as part of its architecture, e.g., the coin-arrows in the various Super Mario games.

finalfantasyvi clockelixir The Greatest Collectible of All Time

Apparently all clocks in Final Fantasy VI are secretly powered by elixirs.

Collectibles seem to speak to the kleptomaniac side of our personality, encouraging us to take all that we see. In console RPGs, it’s common to break into people’s homes, rummage through their belongings, and generally pillage the entire world that you’re trying to save.

And why not, really? After all, as players we want to be rewarded for exploring. It’d be awfully dull going from one empty room to another, so letting us interact with the game as if it were an episode of Supermarket Sweep might not be such a bad idea.

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Creativity and Handicaps

Many creative fields employ workshops where the attendants take part in various types of challenges. These tasks are usually meant to hone one’s skills, but also to explore specific concepts. What’s interesting here, though, is that people often find themselves liberated by these constraints.

It’s a fascinating phenomenon that gives a little insight into how we think and create. What it suggests is that when the world is our oyster,  it’s a lot more difficult to come up with a good idea. The possibilities are endless, and we simply have a hard time starting off.

By limiting our choices, we slices away a lot of the unknown. What we’re left with is a challenge with a goal, and to conquer it our brains go into a problem solving mode. It’s not be the most romantic conceit, but it can result in some surprisingly creative work. I was mulling this over while looking at various 2D, raster-based indie games I’ve played in the past year (pictured below):

Some of these titles perfectly exemplify working with limitation, e.g., let’s see what we can create using a limited palette and a small resolution. Others take the opposite route by removing handicaps and going directly against the status quo of a long standing tradition, e.g., let’s see what we can create when don’t have to worry about tile-based maps and sprites whose dimensions must be multiples of 2.

Putting this into practice, I decided to give myself a challenge: create two relatively fun-sounding concepts, one based on a handicap and the other on the removal of a constraint.  I chose the Atari 5200 and its limited palette for the first task, and the Nintendo Wii and its ability to simultaneously render hundreds of sprites for the second task.

As I was finalizing these goals, my brain was already busy analyzing the possibilities…

1). Atari 5200 entry.

For my first challenge, I envisioned a stealth-based action platformer, with a clear focus on camouflage. With only 4 colours to work with, I planned on using black to outline various features and fill in the background, while a different colour would be used for foreground elements. A third colour would be dedicated to the main character and the HUD, and the final colour would be used for enemies. This would create a very clean look and provide significant contrast between the scenery and its mobile inhabitants.

urban bench sleeper camouflage Creativity and Handicaps

The focus of my first concept...

The player’s goal would be to run, jump and ambush his opponents while traversing variously themed environments. Through the use of some clever transparency and stippling (or even dynamic alterations to the character’s palette), the player’s avatar would seamlessly blend in with his surroundings, allowing him to deftly take care of his foes.

2). Nintendo Wii entry.

The second challenge’s plethora-of-sprites concept immediately made me think of a casual, top-down strategy game. I imagined controlling — or rather influencing — a large swarm intelligence reminiscent of boids. This would be the player’s army, relentlessly marching forward and battling other swarms in its path.

flocking boyd1 Creativity and Handicaps

...and of the second.

The control scheme would be very minimal, relying on a few basic gestures that would dictate movement and various attacks and maneuvers. The challenge would stem from adjusting to the rival armies, constantly responding to their actions while accommodating for environmental stimuli.

Neither one of these ideas might be that new or unique, but neither one is wholly generic. They also both exemplify how useful it is to add or remove a handicap in order to kick-start the creative process.

If you were faced with the same challenge, what would you create?

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