Posts

Game Design: Combat Themes

99% of all games made seem to have some sort of combat theme. Okay, that's so not an accurate percentage, but that's how much it FEELS like. There are obviously several very awesome games not based on combat. One of which I'm currently playing now, Harvest Moon. But enough of that pacifist style storylines, let's talk battles. OH, and I'm totally zeroing in on Fantasy stories too. Two birds with one stone and all. :) Dealing with Conflict Every story needs conflict. That is what a story is after all: a series of conflicts and resolutions. In story writing books or classes, there are 3 very basic forms of conflict. They were: Man vs. Man Man vs. Nature Man vs. Self Many stories have these conflicts and when they do, it boils down that the only way to resolve the conflict is physical force. Fighting. Violence. Etc. At the very least in games and fantasy it does. The reason for this is that it's simply the easiest and most exciting method of solving the conflict....

Game Design: Controllers

Back to games. Sorry for the odd detour. This time I'm going to talk about INPUT methods for games. Intro Granted I'm just over two decades old, but I have seen my share of unusual controllers. Although I've not used them all. They ranged from keyboards to joysticks and buttons. There are some things that I like and dislike about some of the more recent controllers. But being the nostalgic git that I am I'm going to look back before looking forward. Joysticks/Keyboards Early games on computer systems used a keyboard. (Yay for text based games). And there's not much to expound on that. The keyboard remains a staple example of a game input device. Although now it's often combined with a mouse. In the past, I remember that it was ONLY the keyboard that controlled everything or only the mouse. (Or you could switch between the options.) Now very often I have to combine them. Now on the surface there's nothing particularly wrong about this method of input. Howe...

Game Design: Lights, Camera, Action!

So inspired by something I noticed in my previous rant, I'm going to write about cameras in games. Which is strange because there's actually (usually) NO cameras using in game production. But it comes from 3D animation which uses "virtual cameras" to shoot scenes. Well you could argue it came from 2D animation too but you actually do use cameras for that. :) 3D Space and Camera I got a degree in film and video...which I only say to validate the amount of money I spent getting said degree in hopes that it validates what I type. VALIDITY! Now that most console games and many casual games have gone 3D camera position and angles are important. But the camera (from film) has a language! A cinematic language. And there are also rules of thumb or rather things like rules of thirds (which photographers should also be familiar with. It's about framing a shot for those unfamiliar). However, only in-game cinematics (out of the player's control) use this language. A low ...

Game Whining: Kingdom Hearts

So I'm not great at "gaming" although I spend many hours in the activity. I'm not trying to be awesome or really think too much about the game play or strategy until I get stuck. I've started playing Kingdom Hearts which I got for Christmas a couple years back. I started it and had to put it down for school and other games. I have been meaning to play it and now I am. But there is so much I HATE about this game that I must complain about here. We're going into rant mode. Controls This is a classic example of a game where there are too many control options for battles. I've played the game for several hours and usually after the first couple of hours things become second nature. I fear it may take more like 10 hours or more before I get used to these blasted controls. First off they don't make much sense. It's as if they were trying to combine action based combat with menu-based JRPG battle. Which CAN work, in certain cases but usually there...

Game Design: Level of Difficulty

One of my favorite online video feeds is the Angry Video Game Nerd and Zero Punctution . The former goes the nostalgic route and looks at early games to point out and mock all their flaws. Of which there are many. Zero Punctuation criticizes newer games on some of the same fronts. Some of the complaints are about the difficulty of the game. Old games are Harder in that they're more unforgiving, the programming is buggier, and poor design decisions were made. (Such as the "trial and error" method). I was just reading an article outlining how the Zelda games have gotten "easier". It got me thinking about level of difficulty in games. Audiences This I think is one of the more important factors of designing the difficulty of a game. I mentioned in an earlier blog post , that there are certain preferences and styles of game players. Some that are obsessed with their skills, some looking just to relax and some to play socially. Audiences of mainstream games are chan...

Game Design: Sound...of music

Audio as a part of game design is an often "neglected" part. Usually because it's a low priority to what a game NEEDS to function. A game needs programming and visual interfaces which is why so much effort is put into a game. Audio was not a necessity in a game. For a long time they were just beeps and buzzes. Now that we are in a more sophisticated generation of games, audio plays a larger role or can. There are a few games that rely on audio as part of the game play. What Audio Does When I was working on my master's project, we were almost completely focused on getting graphics and programming in. In my evaluation, I was told that my game needed more audio to feel more complete. And you know what? There is a world of difference between my soundless game and my game with audio. And it was nearly effortless. All we had were some bells and whistles for positive and negative feedback. A click noise for buttons. And some sound loops for background audio. In short here...

Stories: What's Love Got to Do with it?

In an earlier blog post I discussed various relationship types and how they are handled in stories. Well, I'm mostly taking that same subject but going on a deeper perhaps more philosophical method. And by philosophical method you know I'm going through the 3 loves. Knowing the three loves can help in the understanding of relationships between characters and people. Introduction Now the 3 loves are a very Western Philosophy rooted subject. Being as most of my education in philosophy is western based, I can not vouch for any Eastern or New Age Equivalent. The three loves are: Eros, Philia, and Agape. There are also other philosophic and sociology based love types or styles including: Stoge, Ludus, Pragma, and Mania. In this I will first start with the classic three and make notes on the other styles. Because they're all important when considering love between two characters. Eros Plato was the one who wrote down the philosophy behind the 3 loves. (Based on Socrates teachings...