Monday, March 15, 2010

Ludomancer No More

A couple of factors have led me to take the leap and overhaul my design blog. First, Blogspot announced they’d no longer be supporting FTP posting. I far as I deciphered, this means I’d have to host my content on their servers as well as use a .blogspot domain name. Second, I was getting pretty tired of the word Ludomancer. It seemed clever, if a bit ridiculous at the time of conception and the ridiculous has felt more pronounced lately. I like the new title, and I think it’s something people can spell and potentially remember.Without further ado, here's the new site.

Design By Zero

2007-2010

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Thursday, January 07, 2010

Surfacing for Air



Finally back from an extended stay in Rapture. This is mostly a scattershot attempt at recollecting my thoughs and stoking the coals of this thing once more.

Just finished Bioshock 2 with a great team of designers and other devs. Got back from a holiday break and have begun to ramp up on another project that looks promising.

Darksiders shipped recently. I was on the project for a year and a half, and I'm curious to see it after being absent from its development for a couple of years. It's a talented team, and I know they've busted ass to see this thing from concept to physical manifestation.

Currently rifling through my myriad side project ideas trying to find something that grabs my attention and is feasible. Trying to choose between the following:
  • Sim/adventure game where you are in control of a family line of monster hunters. Manage relationships to develop the family as well as the research and development. Use the resources you develop to fuel dungeon expeditions and gradually rid the land of monsters after generations of hard work.
  • 2d platformer where you can occupy different scales by inhabiting and controlling larger creatures that also serve as parts of the exploratory landscape.
  • Exploratory adventure game that primarily consists of traveling across massive landscapes from A to B. Mechanics emphasize methods of travel, morale maintenance, route planning, adversary avoidance and engagement.
  • Figure out a direction to take the internal/external identity prototype I developed recently.
  • Finish a couple of simpler XBLA style games. One is an acrobatic arena combat game involving grappling hooks. The other is an action/puzzley game where you control 2 nodes connected by a string and try to collect moving objects of one color while avoiding moving objects of another color.
  • Co-op cyberpunk mod using the Unreal Development Kit
These all vary in scope, technical complexity and design weirdity, but hopefully I'll nail something down soon and start posting my travails as they come up. Maybe more design related stuff soon as well.

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Wednesday, August 13, 2008

Designer Identity

Talking with a friend recently, the topic of designer identity came up. More specifically, the topic of who I am as a designer, what do I stand for and want to make of this career. I think this is a critical question for anyone that wants to be successful in this line of work. By successful I don't just mean employed, either. It's (relatively) easy to drift along in a design role, taking whatever projects you can find and making ends meet. You can work at a port shop or shovel-ware factory, still get paid, still call yourself a designer. Don't get me wrong, I'd take any game design job over almost any 'normal' job that people do.

What I'm talking about is a focus, a raison d'être. Artists of any medium develop a voice in their work, and game design is no different.

My initial response was sort of knee-jerk. I stated I was about player choice and expression, falling more on the interactive side of the continuum where procedural narrative and simulations lie as opposed to linear narrative, cut scenes and point to point gameplay. Games are about player interaction, and the bias I chose epitomizes the very nature of our medium.

After the conversation ended I began to think about this response and how it rules out a lot of experiences I've enjoyed when playing games as well as experiences I'd enjoy crafting myself.

Looking at my project idea database, only 13 of the roughly 70 games fit the "simulation aided narrative" description, where the player can sort of sculpt the story to their liking. A large portion falls into the "player exploration" category where there's some large world(s) or system for the player to wander around in and discover. Then there's the "experimental" category, ideas that are just different from standard assumptions about games specifically and interactive systems more generally. Last are games that follow fairly conventional mechanics but have some specific theme I find interesting.

Looking at some of my favorite games, a lot of them don't really have player driven narrative or much player expression* at all. The short list: Psychonauts, Shadow of the Colossus, Braid, Portal, Mega Man, Zelda, Knytt. None of those even have as much as a branching ending. Some are exploratory, some are linear while others are less so. They are all fairly artistically cohesive and respect the player by providing well communicated design and few character stereotypes.

I'm discovering that I don't have as much focus as I think yet. I think focus comes in progressively narrower stages. In the beginning, 2nd to 4th grade all I knew was "I wanna make games! I wanna make games!" Now that I've been a designer for a few years I have the opportunity to step back and ask what kind of games I want to make, how I see this whole thing panning out over the next several years. I definitely know what I enjoy playing and things I'd like to see our medium accomplish. I want to be on the forefront of advancing our medium beyond the stereotypical teen male power fantasies and narrative drivel that stigmatize it. I want to see art asserted over profit.

Art over profit is tricky when you do this for a living. Side projects are a good way to vent creative energy in a risk averse business, but I think lessons learned there can be brought into the commercial endeavors. I also look forward to more exploratory experimental design in the mainstream, hopefully curbing the self-fulfilling cycle of games for male teens drawing the male teen demographic so we then focus on male teens ad nauseum.

* Player expression being the player's pseudo emergent use of granular systems to solve problems with their own 'voice' instead of enacting explicit solutions to problems and paths through environments. You could argue that anything interactive supports expression since a player can choose to jump over Goombas instead of jumping on them in Mario, for example.

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The Grand Scheme

So here are some ideas I've been percolating for the blog. Just a heads up to what people can expect here over the next few weeks or months depending on my posting diligence. Also happy to have feedback on spinoff ideas or preferences people have for one topic over another.

Paper Prototype: Kart Racer
One of the ideas my team worked on at the Game Design Workshop a couple of years ago. Exploring it and expanding it, since I kind of liked the game we were building. Like the Pac Man articles, this will eventually include playtest data and sort of a behind the scenes of the evolution of the game, assuming it doesn't fall apart.

Paper Prototype: Communication
Game about the spread of information. It began as the player being a piece of information traveling from node to node.It's currently about the player setting up a network of nodes to propagate information. Updates will probably be made based off of my current reading of The Tipping Point as well.

Replay - The Ferry design, part 1
Exploration of one of my idea database games. Players can explore different roles and extensive replayability in an environment constrained in both space and time.

Emergence and the Simulation Uncanny Valley
Examining the tie between affordances, simulation depth and the uncanny valley. The more options you allow, the more that the small things you didn't include will stand out.

Episodes and Character Attachment
Does an episodic structure lead to closer player attachment to characters? Not sure if this topic has legs or not, but it interests me.

Design of Everyday Games
A series applying Donald Norman's design principles directly to game design.

Murder Simulator
Another game from the idea vault. Detective sim with procedurally generated crimes.

Dwarf Fortress Interface Design
Usability centered examination and interface overhaul on Dwarf Fortress, a gem buried beneath a scary pile of menus and ASCII characters.

Cog updates
Work in progress updates for a side project. Cog is an exploratory platformer along the lines of Metroid or Knytt but the world exists on varying scales that the player can access by inhabiting different sized avatars.

Dungeon Masters as Game Designers
Looking at the inherent skills and lessons learned while Game Mastering pen and paper RPGs and how these can be quite valuable as a game designer.

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Saturday, September 22, 2007

Greetings

Welcome to yet another designer blog. I figured I'd try my hand at this blogging thing, partially to share ideas with others but mostly to find somewhere to jot down ideas that I can reference later.

I'll probably be externalizing some ideas I have concerning personal projects as well as putting up thoughts I have on games I'm currently playing. There probably won't be much in the way of a personal diary here, as I'm not big into that sort of thing

Comments and feedback are welcome from the 3 or so people that will probably stumble across this site during its lifespan.

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