Category Archives: game design

Musings

Question: Can high drama be produced from a wide-open simulation?

Creating a game that tells a story is one thing. Creating a game that tells a dramatic, moving story is quite another.

Can you really get a dramatic, moving experience from a game that is not tightly scripted or linear? Can high drama truly emerge from an open, unbounded simulation-style game?

Everyday life is a wide-open sandbox. Clearly, there is high drama in real life. But, as mentioned a while back on rec.arts.int-fiction, “Most people’s lives are not filled with high drama all the time. Some events will be dramatic, but creating a dramatic story from those requires editing out all the mundane parts.” (greg)

That editing, in game terms, is what I imagine is the scripting, restriction, or forcing of linearity onto the game narrative.

Isn’t high drama really the product of the manipulation of people’s emotions through selective [More...]

Also posted in interactive fiction, story in games | 3 Comments

Touché, aaronius

Occasionally I surf around the IFDB looking for goodies. I really like the way it is set up, as it takes a number of cues from other community sites that encourage engagement and social interaction. Often I’ll find myself weaving my way through games, reviews, and lists before realizing how much time has passed, and typically I’ll come out with a couple of new games to add to the play list. I also absolutely love how it is so smoothly integrated with Zoom (and others, like iPhone Frotz), which so effectively feeds the immediate gratification beast. Anyway, I digress.

I was flipping through some IFDB pages the other day, looking for some choice information on this year’s IFComp winner, Rover’s Day Out, when I noticed that it had already made someone’s online IFDB poll:

“Games with Impossible-to-film moments”, by aaronius.

Okay, I [More...]

Also posted in 3D/if, Vespers, interactive fiction | 2 Comments

Indie, Part-Time

As I was cruising around GDC Austin from one session to the next, I began to gain a greater appreciation of how much of the conference was geared toward the business side of game development. This isn’t surprising, of course, given that game development is an entertainment business, and GDC is all about how developers can do all parts of their jobs better. But whether it’s because of the tough economic times, or the rapid saturation of the iPhone game market, or the wide proliferation of MMOs and social games, or the plummeting price point for online and mobile games, it just seemed like there was a greater emphasis on economics than I experienced last year, unless I’m just forgetting.

There were many sessions at the conference on how to maximize things like productivity, exposure, earning potential, sales, and so on. How to pitch your game to publishers. How to [More...]

Also posted in indie game business, indie games | 2 Comments

Wrapping Up At the GDC Austin

I’m finally getting some time to put some thoughts together on this year’s GDC Austin, as I sit in the airport waiting for my flight back. Luckily, it’s still possible to put some thoughts together, after dumping half a beer on (and in) my laptop last night. I thought for sure that was the end of the line for the MacBook Pro, but it seems to have survived the scare.

It was an impressive amount of beer dumped directly over the power button and right half of the keyboard, and I wasn’t exactly the swiftest to respond. But after giving it some time to dry upside down, it did start up the first time I tried. After that, though, on subsequent power-ups it would only cough and gasp before shutting down. It looked bleak. I’m not sure what did the trick. I gave it one last shot by holding down [More...]

Also posted in Vespers, characters in games, interactive fiction, text in games | 3 Comments

A Moment To Pause and Catch My Breath

Well, that was a bit longer hiatus than I was expecting, but there you have it. It was quite a July and August. Mixed in with an impossible workload, particularly in August, was a couple of vacations (including an awesome backpacking trip to Yosemite National Park, which required more preparation than I had expected) and a big deadline. Yeah, that deadline. It’s amazing, particularly without having children, how easily free time can get sucked away before you realize it. So just about every spare minute I could find was spent working on my presentation, which has left very little time for any Vespers work recently.

I’ve given a lot of scientific talks and lectures before, and it’s pretty rare to have to prepare my talk well in advance. On only a handful of occasions can I remember having to turn in my slides before I gave the talk, which [More...]

Also posted in interactive fiction | 4 Comments

Gulp

This, to be perfectly honest, isn’t something I ever expected to see.

It certainly does make it real. I was hoping to put together something like a panel discussion to take some of the pressure off, but that turned out to be more complicated than I thought. So there it is, and here I am, all jittery and uneasy two months in advance and hoping that I can come up with enough interesting material to justify this trust I’ve been given.

The AGDC Game Writers Summit web page has been updated with most of the sessions, so I have been able to glance at some of the company I have been placed in. Looks like there are some big designers and writers from Valve, Eidos, Sony Online, Red Storm, and Ubisoft. Wonderful. And there are some really interesting talks planned, such as Mary de Marle’s “Redefining Our Role [More...]

Also posted in interactive fiction | 5 Comments

IF@AGDC

So apparently the powers that be at the Austin GDC were curious enough about modern interactive fiction to give it the floor (part of it anyway), for a few minutes at least. I received notice the other day that my proposal for a talk on “game design innovations in IF” was accepted for presentation during the Game Writers Summit. I’m pretty happy about that, especially considering that last year I found the Game Writers Summit to be the most interesting part of AGDC. I’m curious to see how many people are intrigued enough by the topic to attend. I’m hoping it’s more than four.

Of course, the e-mail notice was soon followed by one of those “Oh shit” moments. I suppose this means I actually have to do it now.

That happens on occasion in the day job. We submit grants all the time for various ambitious research projects, [More...]

Also posted in interactive fiction | 2 Comments

The One Thing He Forgot To Mention

It’s blog post number 100, so time to catch my breath. Crazy string of weeks there from April through mid-May, trying to make deadlines, having those deadlines pushed back, trying to make the deadlines again, and so forth. Some successes, some failures, but you can’t argue with the fact that deadlines are great for getting shit done, even if you don’t get it all done.

It’s a little weird because my day job is filled with deadlines. Basically, it’s like a slow march from one deadline to the next, and every so often I get caught up in it and spend massive amounts of time working like crazy to finish under the wire. But that’s work. This was a deadline for a hobby. None of the panic, despair, and regret to deal with. It was a very different experience.

One of those deadlines was for the last Utah Indie Night, [More...]

Also posted in Vespers, indie games | 3 Comments

The End of January Vespers Thing

January was a very busy month for the game, and I feel like we’ve made some great progress on a number of fronts. I think part of the reason is that we had set a goal for ourselves: try as hard as we could to get most of the work for Act I finished by January 29th, the date of the first Utah Indie Gamers night of 2009, so we could show it off in public. Setting goals can be useful for getting people focused on particular tasks, and it’s probably a good way to work even when those goals aren’t met.

Which is a good thing, because we didn’t meet that goal.

Which itself is probably a good thing, because I wouldn’t have been able to show it off at the Utah Indie Gamers night anyway. This past Tuesday morning, I recall having a slight wispy cough as I [More...]

Also posted in 3D/if, Vespers | 3 Comments

Curse My Expensive Font Tastes

Without question, some of the best advice I’ve been given on the business of indie game development has come from Tom Buscaglia, the Game Attorney — probably one of the best attorneys representing game developers. Much of this advice comes from his Game Dev Kit, a set of information and forms for start-up game developers, which in my opinion is an excellent resource for any small start-up indie. Above all, the best advice is:

“Quite simply, you can not sell what you do not own.”

So basically, any and all assets put into a game must be owned by the legal entity (company or individual) that owns the game, or they must have an appropriate license from the actual owner of the asset. Once you really get elbows deep into the development of a game, you quickly realize how complicated this can become due to the many categories [More...]

Also posted in Vespers, indie game business, text in games | 8 Comments