Posts Tagged videogame

Pop-up videos and love.

pop up video Pop up videos and love.

Although I enjoy creating games more than anything, occasionally I ponder what it’d be like to focus on critiquing. If I were to take that path, I have a couple of ideas for “hooks” that could potentially set me apart from countless critics and reviewers. One such hook is (was?) the format of a Pop-Up Video.

The idea is simple enough, although time consuming. Still, it’s a sure fire way to stand out from the crowd, and Ben Croshaw’s Zero Punctuation has certainly shown the benefits of a unique format. Also, the iconic imagery used to convey opinions and trivia in Pop-Up Videos can be extremely preferable to actual voice recordings.

And with the advent of YouTube’s annotations, Frank Cifaldi of Lost Levels has created his own version of the concept:

Obviously it’s missing the visuals of Pop-Up Videos, and there’s a bit of a data overload for the length of the clips, but it’s still good stuff.

The videos also repeatedly mention one aspect of game creation that’s widely recognized but rarely discussed in detail: “the love.”

It’s a nebulous term, and seeing how it’s been a while since I’ve suggested any definitions, I figured it’d take a shot at it.

DraculaX plant Pop up videos and love.

One of my personal favourite loving touches: the plant enemy from DraculaX. It's not a boss, yet it's only encountered once in this semi-secret room along the way to the alternate exit from Stage 1. It's completely optional and there's no prize for defeating it, but it greatly enhances to the atmosphere.

The idea of love in a videogame usually boils down to the romantic notion of a developer so passionate about a title that he surmounts countless hurdles to put his personal stamp on the creation. It’s the extra sprite that’s encountered just once in the game, the playful dialogue between minor characters only accessible upon subsequent replays, an alternate special move for a boss that only appears on the hardest difficulty, etc.

These loving touches don’t carry a lot of bang for the buck. They’re easy to miss, they’re rarely duplicated, and they usually have a minimal effect on the gameplay. If they’re planned ahead of time, they’re often the first elements to get cut when the realities of budgets and schedules rear up. It’s not easy to place any actual value on them, and when removed — or simply not implemented — their absence doesn’t seem very detrimental.

In short, they’re the opposite of the typical bullet-points that can go on the back of a box.

UltimaVII baking bread Pop up videos and love.

Baking bread in Ultima VII was far from a requirement, yet it's often used by fans to exemplify the game's rich setting.

Somewhat contradictorily, though, they can easily become the most memorable parts of a game. They’re what can set it apart from other titles and make it special to the player, and, in the grand scheme of things, matter a whole lot more than the number of levels or weapons. That alone warrants a definition:

loving touch, n.

  1. An element of a videogame that’s largely inconsequential and easily overlooked, but one that often represents quality and resonates as a unique and defining feature.

What are some of your favourite examples of “the love” in a videogame?

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The IGDA Board elections.

igda header The IGDA Board elections.

The IGDA is electing 5 new board members, and if you’re a videogame developer, you might want to cast your vote(s). The minimum $48 Core membership is required to do this, but it’s a pretty important election that will have a large impact on the organization.

I’ve already submitted my ballot, and I hope that David Edery gets one of the eligible spots. I’ve only ever spoken to David a few times, but he was very approachable, and his business acumen would certainly benefit the IGDA. Being the former head of XBLA’s world-wide portfolio, David has given out various lectures on digital distribution, and continues to write insightful commentaries on the ever changing videogame market. I believe his knowledge could prove very beneficial to the IDGA and its members, and would help us adapt to the trends (and sometimes the hard-to-accept realities) of the business.

For a more robust assessment of the candidates, though, feel free to check out Scott Macmillan’s analyses of the entrants.

Whatever the results, I hope they’ll bring some concrete improvements to the oft-criticized IGDA.

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How I got art for my game, part 1.

tomart1header How I got art for my game, part 1.

As a kid, I used to excel at various visual arts. I enjoyed sketching, drawing, painting, etc., and some of my work was even briefly displayed at a quite silly our-children-are-the-future event. As I grew older, though, my interest in art waned and I eventually abandoned it for other hobbies. These days I can draw a stick figure as good as anyone else, but that’s about the extent of my skills. As such, I definitely needed some help with the visuals of Tribes of Mexica.

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Fun with YouTube.

Recently I’ve been browsing YouTube for some examples of JRPG combat mechanics. This little search led me to a low-level, initial equipment playthrough of Final Fantasy IV (Advance). It was a pretty interesting watch, and it reminded me of just how much varied content exists on the site. Sure, you have your usual gameplay footage, corporate trailers and fan reviews, but there’s a lot more beyond that.

youtube2 Fun with YouTube.

Broadcast Yourself. And videogame clips.

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The cattle prod.

I’ve previously talked about the Alamo standoff, a technique in which the player’s physical progress is halted, so I figured I’d take a quick look at the opposite end of the spectrum: forcing the player to move forward.

super metroid1 The cattle prod.

The iconic escape sequence from the intro of Super Metroid.

Now there are plenty of ways to encourage the player to physically make progress in a game (collectibles, for instance), but forcing him to do so is a bit different. One approach is to simply take the player on an automated ride where his input bears little to no effect on the actual traversal, e.g., autoscrolling stages in shmups, or wholly scripted camera movement in light-gun games. Another possibility, and the one I’ll be focusing on, is what I like to call the “cattle prod.” But first, a quick definition:

game death, n.

  1. An event in which the player fails to adequately advance through a challenge, often resulting in a restart at the last checkpoint/save spot or a “gave over” scenario.

super adventure island The cattle prod.

Super Adventure Island's cattle prod is the very intuitive hunger mechanic that requires the player to constantly pick up fruits. Not only is this concept very easy to grasp, but it also fits in with the game's setting and is supported by the extremely horizontal level design.

Game death is a pretty nebulous concept, e.g., losing a race and having to repeat it doesn’t have to actually involve anyone or anything being killed. However, it is also the ultimate consequence of not properly following the directions dictated by the cattle prod(s).

With that in mind, we can now talk about what makes a cattle prod work. Namely, diminishing resources that can bring on game death.

Cattle prods are manifested in various ways, e.g., time limits, combo meters, autoscrolling walls, currencies, decaying health, unstoppable enemies, etc. The overall feeling they tend to bring on is that of tension (and the possible satisfaction of overcoming a challenge) although that intensity varies greatly from case to case.

From what I’ve noticed, there’s three main factors that play into the stress level of a cattle prod:

1). Player Knowledge.

The more information the player possesses, the better he will be equipped to judge the situation at hand. Traversing a familiar level while being accompanied by a minimap that displays various points of interest is a lot less intimidating than being given a time limit and thrown into a hostile and unknown area.

crackdown The cattle prod.

Although Crackdown's races were actually pretty easy, the rapid checkpoint approach definitely increased their intensity.

2). Player Power.

The stronger the player is, the lesser the impact of any possible cattle prods. For example, if an RTS match begins with the player at a fully outfitted base with a lot of units and resources to mine, he won’t be too worried (at least not immediately) about succeeding. However, remove the base, provide only a handful of starting units, severely diminish possible resources and create a massive opposing army, and the stress levels quickly increase.

3). Resource Availability/Lifespan.

The more sparse the resource and the quicker it runs out, the more intense the overall experience. If a checkpoint is fifteen minutes away in a rally-style racing game, the player tends to trust the designer to give him plenty of time to reach that goal. However, if a checkpoint can be seen just a block down the street but the player only has 10 seconds to reach it, the experience becomes much more rushed and hectic.


The dials on these 3 factors can be turned independently — something that’s particularly important when using multiple impetus mechanics at one time. In the end, though, they all represent a single concept:

cattle prod, n.

  1. A mechanic based on diminishing resources that forces the player to advance in order to avoid game death.

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