Posts Tagged game

Design roundup #4.

articlesheader Design roundup #4.

  • The Psychology of Randomness – People tend to be terrible at accepting randomness for what it is, and it’s a very important trait to accommodate for in game design.
  • Testosterone and Competitive Play – Danc’s essay on playing against friends, playing against strangers, the perception of luck and skill, and pro-social/pro-dominance tendencies.
  • Groundhog Day and Video Games – Groundhog Day is a fantastic movie with a surprisingly wide-spread appeal, and I always thought its concepts were perfect for a videogame.

, , , , , ,

No Comments

Bullet-point review: Nelson Tethers – Puzzle Agent.

Nelson Tether Puzzle Agent1 Bullet point review: Nelson Tethers   Puzzle Agent.

Nelson Tethers: Puzzle Agent cribs quite liberally from Professor Layton, and relies heavily on its art style, but it’s still my favourite of Telltale’s episodic games to date.

The bits:

— Obviously the most noticeable thing about Puzzle Agent is its offbeat, crayon-drawn art style. What’s interesting here is that the game relies on stop-motion like animations reminiscent of old, low-budget cartoons. The effect is actually quite good and and the choppy movements are consistently utilized even when smooth animations could have easily replaced them  (e.g., a snowmobile driving in a straight line).

The system made me wonder if other art styles not conducive to animation could successfully adopt a similar approach.

Grickle101 2010 07 11 22 02 14 60 Bullet point review: Nelson Tethers   Puzzle Agent.

Nelson Tethers: Puzzle Agent is quite a cinematic game that uses lots of different framing techniques for both its interactive and non-interactive sequences.

— Aside from the visual style itself, PA is a very atmospheric title in the vein of the old LucasArts adventure games. The characters are bizarre and expressive, the Fargo-esque setting is unique (at least for a videogame), and the great music and voice acting enrich the overall experience.

— PA was clearly designed with the iPhone/iPad in mind. The player never walks his avatar around the screen, and clicking most places sends out a helper-shockwave. As this shockwave expands, it highlights any points of interest that can be clicked on to initiate conversations, puzzles, scene transitions, etc.

Grickle101 2010 07 11 23 35 41 10 Bullet point review: Nelson Tethers   Puzzle Agent.

These icons briefly pop-up whenever the player clicks on any close-by, non-interactive areas.

— The actual puzzles in PA are a bit of a letdown. This is due to two main reasons: lack of instructions, and the inability to jot down notes in-game.

A lot of the puzzles are quite obtuse, sometimes to the point where a hint needs to be purchased just to figure out what the game wants the player to do. Unfortunately this seems like a concession to the game’s hint system (all puzzles must contain 3 individual hints) as some cases actually contains an additional screen that explains the controls and the goals of the minigame.

The secondary complaint deals with the nature of the puzzles themselves. Many of them are common math/logic problems that are meant to be solved in a series of steps. However, the player is often forced to visualize and work through them without any in-game aids. This artificially inflates their difficulty, especially when compared to the visual jigsaw puzzles.

These points certainly don’t ruin the game, but do I hope the various minigames are improved in future episodes.

Grickle101 2010 07 08 22 20 04 50 Bullet point review: Nelson Tethers   Puzzle Agent.

Unfortunately most of the other puzzles are not described in nearly as much detail.

- Many puzzles are completely optional and make exploring the world feel more like a non-linear, interactive experience.

- The actual hint system is quite clever. The game starts off with the protagonist trying to solve a crossword, and, having some problems with it, eventually reaching over for some gum to help him concentrate. As we soon learn, the town he visits is experiencing a gum shortage. This forces the player to pick up old, discarded pieces of gum to aid Agent Tethers in his puzzle solving endeavours. Yes, it’s quite gross, but perfectly fits the mood of the game and gives the designers a great excuse to sprinkle virtually all parts of the environment with a useful collectible.

Grickle101 2010 07 09 01 01 17 01 Bullet point review: Nelson Tethers   Puzzle Agent.

Agent Tethers comes face-to-face with Mike "The Lobster" Lobb.

Old gum also seems to be a reusable resource, reappearing in new spots as the Agent Tethers travels around town. This provides the player with an unlimited source of hints and prevents him from getting stuck on any one puzzle.

- As a nice little touch, the time of day on the title screen changes up periodically while the camera slowly scrolls around the Scoggins eraser factory.

- The UI of the game is very flashy but intuitive, with lots of animating widgets composed of labels and icons. The unskipable puzzle submission is a tad long, but the overall interface is a joy to use (especially when compared to many other adventure games).

Grickle101 2010 07 10 01 33 31 41 Bullet point review: Nelson Tethers   Puzzle Agent.

My favourite scene with the creepy gnomes had one of them invade my puzzle in the middle of me trying to solve it! The sequence worked very well since the puzzles (at least up to that point) were a separate, uninterruptible segment only exposed to the player.

- Agent Tethers uses a tape recorder throughout the game to narrate his experiences. This provides extra personality and context while clearly outlining what must be done going forward.

, , , , , , , ,

No Comments

Bullet-point review: Dungeons & Dragons – Tower of Doom.

Dungeons Dragons Tower of Doom header Bullet point review: Dungeons & Dragons   Tower of Doom.

In the 90′s, Capcom produced a plethora of side-scrolling beat-’em-ups. They were all pretty fun, but my favourite was an unlikely-branded D&D title, Tower of Doom.

The TSR/Capcom partnership actually spawned two individual games, but here are the notable bits for the first one:

— The most famous feature of ToD is the branching path structure. Periodically, the player is presented with 2-3 options of how to proceed, with each choice leading to a different area and boss. All these paths converge fairly quickly, but the extra choices are a nice feature and encourage multiple playthroughs.

Dungeons Dragons Tower of Doom 1 Bullet point review: Dungeons & Dragons   Tower of Doom.

Options, options...

— ToD’s overall structure is very similar to a typical beat-’em-up, but the game also contains lots of streamlined D&D/P&P RPG elements. Characters gain experience and grow stronger by leveling up, keys (or a thief character) are needed to open some chests, traps are virtually everywhere, there’s lots of treasure to collect, etc. There’s even a troll boss that needs to be burned once his health is depleted or he’ll simply regenerate.

— There are very few health-recovery items in the levels themselves, but the player can heal by collecting loot and purchasing health potions in shops. The shops appear in between levels and also allow the player to restock on usable items such as daggers and arrows.

— ToD contains lots of nice, little touches: the characters start the levels with their weapons sheathed (and the player can walk around unarmed until he presses the attack button), enemies can be damaged by traps, an extra victory animation accompanies a boss’ defeat, and all major stages and events are framed using unique illustrations. The game even contains some unique “Game Over” pop-ups that — if triggered during a boss fight — have the player’s enemy openly mocking him.

Dungeons Dragons Tower of Doom 3 Bullet point review: Dungeons & Dragons   Tower of Doom.

Upholding the D&D tradition, Cloudkill is useless against the undead.

— Magic spells execute a flashy animation while pausing the gameplay, and their effects occasionally carry on once the game has been unpaused. This works fine for the most part, but due to the rule of only-one-spell-at-a-time, it’s occasionally possible to not be able to cast a spell while walking around without having a clear idea as to why it’s not working.

— Like many other beat-’em-ups, ToD’s attacks are accompanied by hit-flashes that indicate successful hits and mask collision issues. However, unlike most other titles in the genre, the player can attack downed enemies, but can’t actually grab or throw them.

— If timed properly, it’s possible to slash projectiles out of the air with a basic attack.

Dungeons Dragons Tower of Doom 4 Bullet point review: Dungeons & Dragons   Tower of Doom.

How could they break -- the Beholder isn't even touching them?!

— Non-usable/equipable items are fairly rare, but they do provide passive bonuses such as extra attack and defense boosts. These items don’t usually last very long, though, as they get “broken” or “lost” if the player gets hit a couple of times.

, , , , , ,

1 Comment

God of War bits.

god of war header God of War bits.

Yes, the third entry in the God of War series has just come out, but I figured I’d take a quick look at the original and some of the aspects that made it stand out.

The bits:

  • Kratos, the protagonist of God of War, is an ideal lead for the game. He’s vicious and perpetually enraged, but he’s also a broken down soul searching for salvation. Kratos is promised an end to his pain by the gods, and he’ll do anything for that reward. This nicely sets up the game and its plethora of brutality.

    god of war 7 2 God of War bits.

    The swirling carnage of Kratos' Chaos Blades.

  • Kratos’ main weapons are the Blades of Chaos, two large daggers/cleavers fused to this forearms by long chains. The weapons provide an instant fix to short and long-range combat as they can be held by their hilts or swung around by their chains.

    Each swing also produces an orange-tinted trail of energy, masking collision and clipping issues while creating a visually appealing “ballet of violence.”

  • The upgrade system is somewhat interesting as it forces the player to hold a button in order to drain a 2D vial (often multiple times) of its contents. This gives the upgrading process a somewhat kinetic feeling and forces the player to more thoroughly reflect on the collected experience points.
  • Unlike so many of its clones (and sequel(s), from what I understand), the upgrades to the moveset come in batches. I actually prefer this approach as it rewards the players with stronger attacks, new types of offense, and new move combos all in one package.

    The alternative is to let the player purchase upgrades individually, which often results in messages stating that the player can now do a “X, X, X, X” combo instead of a “X, X, X” one. Maybe it’s my background with fighting games, but I personally dislike this. As the player, I always have the ability to push a single button four times in a row, and I somewhat resent a game for not letting me execute that combo until I pay for it.

    god of war 1 2 God of War bits.

    The Sirens in God of War actually occupy a desert area and can be tracked by following their song.

  • Each enemy in the game has a different attack pattern, but their overall abilities and techniques are pretty similar. The main two exceptions are the gorgons and the cerebi.

    The gorgons emanate a green beam that automatically follows Kratos, forcing the player to roll out of the way or simply run away. If Kratos is in the beam’s path for too long, he turns into stone. He can shake out of it if given enough time, but while in the stone state, a single hit will shatter his body. A neat little touch is that Kratos will die if turned into stone in mid-air as the fall will instantly break apart his body.

    The cerebi on the other hand are pretty standard enemies that often start off as little pops. If given enough time, though, they’ll grow into large beasts that are much more dangerous, encouraging the player to focus on eliminating them first in virtually any scenario.

  • The player cannot control the camera, but this is used to set up and frame some pretty dramatic shots. One of the first involves running up the stairway to Athens where two large pieces of cloth are suspended over the city’s gates. The camera pans down to Kratos’ feet, looking up at him as he ascends the steps, and as he finally enters the city, it zooms away to show a gigantic version of Aries laying siege to Athens itself.

    The automated camera works well for the most part, but it does tend to fall apart when backtracking through levels as it can leave Kratos running towards the screen with the player unable to see where he’s actually guiding the character.

    god of war 3 2 God of War bits.

    The temple of the Oracle.

  • The puzzle elements are of the pretty standard block-pushing/lever-pulling variety, but some can be real head scratchers. They also provide periodic breaks from the combat and tend to be action/timing oriented.
  • Some of the puzzles require multiple steps and are deeply tied into the linear level design. A perfect example of this are the concentric Rings of Pandora that need to be individually rotated and aligned. With each successful rotation, a new level opens up that must be completed before moving on to the next step of the puzzle.
  • Since the levels are pretty linear, the incentive to defeat the enemies is often represented by red energy walls that dynamically create mini-arenas where all monsters must be killed in order to proceed.
  • Certain enemies — especially the slow, lumbering ones and the archers far off in the background — tend to hit their own allies during the chaos of battle. This is always fun and entertaining, and provides some unexpected breaks in the combat.

    god of war 0191 God of War bits.

    Sliding down a rope, not worrying about the archers for a change.

  • Although Kratos is meant to be a ruthless and powerful warrior, he can’t grab or indiscriminately whale on anyone but the weakest enemies. Many will avoid or interrupt his combos, but various cues are used to telegraph these moments.

    The audio hints are especially useful as some of the smaller enemies can be hard to pick out in the midst of battle.

  • Various enemies can be finished off with a quick-time event. These not only serve as a visual reward, but have a bit of strategy associated with them.

    All enemies release experience orbs when defeated the old fashioned way, but some will drop either health or magic recharging orbs when finished off with a unique “fatality.” This approach gives the player an organic way of selecting which reward he’d like to receive.

  • Although Kratos is not an acrobat, there are numerous traversal segments that break up the combat. These include sliding down or shimmying across ropes, scaling vertical walls, balancing on thin walkways, and jumping across various platforms.

    The vertical scaling is particularly fun as it allows Kratos to quickly move around by pressing the jump button while letting him slash at enemies and grapple with them. By pressing the throw button, Kratos can pull down the enemies above him by their ankles, or grab the enemies beside him and slam them face-first into the wall. A neat aftereffect of this is that falling enemies tend to hit and take down their partners, and after the enemies fall off-screen, red orbs fly up to indicate that they’ve been defeated and the player hasn’t been cheated out of a potential reward.

    god of war 4 2 God of War bits.

    The vicious and agile Gorgons.

  • In one section of the game, Kratos must physically move some statues in order to block the spawn points of enemies. It’s a neat puzzle as it happens during combat and must be completed in order to safely walk across the tight-beams leading to the exit.

    Another example of this type of organic combat-puzzle is using the Medusa head to turn an enemy into stone as it steps on a pressure plate.

  • During Poseidon’s trial, Kratos comes across a room full of soldiers suspended in cages. He must first lower one of these still-alive prisoners, then kick the cage down to a small incline and push it up to the temple’s entrance. As Kratos moves the cage, he must occasionally deposit it in front of some rock outcroppings to prevent it from sliding down while he fights the enemies that spawn along the way.

    Upon finally reaching the temple, the cage is placed on a pressure plate that makes two columns extend from the wall and turn to face the cage at either side. Once the setup is complete, a final lever is pulled in order to make the columns spit fire and burn the victim trapped inside, awarding Kratos entrance to the next area.

  • Hades’ very-red underworld has a neat visual effect where countless souls are perpetually falling down from the sky while Kratos jumps from platform to platform.

    god of war 13 God of War bits.

    The Hydra fights ends with Kratos actually diving into its open maw to retrieve a key.

  • The penultimate battle has Kratos facing off against his dopplegangers while trying to protect his family. The enemies attack both Kratos and his wife and child, and the player has the option to hug his family, restoring their health while draining his in the process.
  • The bosses of the game are definitely its highlights, epic in scale and requiring a specific strategy/environmental interaction to defeat. Among many abilities and attributes, the bosses are unique in that they can restore Kratos’ health and magic mid-battle following a particularly successful attack.

    Another common aspect they share are the health bars, although each one is presented with a slight variation. The Hydra has three individual bars for each head, the Minotaur’s healthbar is actually obscured by a metal plates that fall off once his armour is smashed (until the bar is revealed, he cannot be damaged), while Aries himself shares a healthbar with Kratos and each successful hit heals the attacker while damaging his opponent.

, , , , , , , , ,

1 Comment

Small Worlds bits.

small worlds header Small Worlds bits.

When I first heard about Small Worlds, I couldn’t wait to try it out. Its core concept of zooming out to show more and more of the map was something I had previously wanted to do, but gameplay-wise just couldn’t quite figure out.

small worlds Small Worlds bits.

Three sections of the first level: the tight starting room, a larger portion revealed, and the full picture.

Here are some of the bits that make Small Worlds work:

  • The rule of thumb for when the world zooms out is quite simple: whenever the player reaches the edge of the screen and can keep going, i.e., he doesn’t hit a collidable wall, the world starts zooming out (this is usually when similar games starts to scroll the map). When the player is no longer pushing at the boundaries of the screen, the zooming stops.
  • The main character is just a few pixels tall and 1 pixel wide, with a red body and a pink head. Nothing else really uses these colours, which makes it easy to spot him even when the levels are zoomed out all the way.
  • The player’s avatar automatically scales small obstacles, which really helps to prevent the controls from getting frustrating in the zoomed out portions of the game.
  • There’s a clear separation of backgrounds and foregrounds via colour schemes. The backgrounds are darker and more faded out, while the foregrounds are more vibrant and clearly visible. This contrast helps to discern where the player can and cannot go.
small worlds snow globe Small Worlds bits.

Even without the winter theme, most levels resemble a snowglobe that requires horizontal and vertical traversal. I'm guessing this was done to maximize the zoomed out real estate.

  • There are no enemies or hazardous obstacles to create a sense of danger — the goal is simply to find the exit. This goes hand in hand with the two interlocking mechanics: the zooming out and the fog of war.All the levels are covered by a fog of war that obscures the map. The fog of war is only dispelled when the player physically approached it with his avatar. Conversely, the levels zoom out whenever the player approaches the edge of the screen. This means that as the player uncovers more of the fog of war, he periodically zooms out the map, revealing even more portions of the level that are obscured by said fog of war. This gives the game a constant sense of progression and clearly indicates the next possible routes for exploration.

    Additionally, the levels themselves represent aesthetically pleasing vistas that are a reward in themselves. This encourages the player to explore every nook and cranny not only to zoom out the map (which takes him ever closer to the exit point), but also to see more of the big-picture itself.

Although I wish the game had more interactive components and more varied level structure, it’s still quite a neat title that you’re free to try out for yourself.

, , , , , , ,

1 Comment