Archive for March, 2007

Labyrinth: More Than Just a David Bowie Movie

On my last post, Oren brought up the notion that every game can be considered multi-player to a certain limited extent, because players are always playing against the games themselves, and by extension the designers who built them. I’m still not a hundred percent sold on the idea, but it got me thinking as to what kind of game could be designed with amplifying this experience as its goal. Can you have a game which truly mimics the player vs. designer aspect? Here’s my attempt to at the very least sketch out the basics of such a game:

This would be an online game for three players, based on the Greek myth of the labyrinth– in fact, let’s just go ahead and use “Labyrinth” as the title for now, even though there’s already a game/toy with that name.

Player one would play the role of Daedelus– the builder of the labyrinth– and would design a maze from a top-down blueprint view.

After finishing the maze, it would be navigated by player two, playing the role of Theseus– the hero sent to rescue youths from its dungeon– who would need to get from point A to point B while in first person view, with only a small mini-map in the corner which grows more detailed the more the player explores.

Finally, player three would play the Minotaur– the monstrous half-bull/half-man the King of Crete commissioned the Labyrinth to imprison– and would chase Theseus throughout the maze from a third-person bird’s eye view.

The game would end either when Theseus reaches the end or is caught by the Minotaur. Daedelus would continue designing a new maze after players 2 and 3 started an already completed one, making it a race to finish designing mazes in order to keep them trapped inside. The seqeuence would pretty much follow like this:

(1) Daedelus designs labyrinth.

(2) Theseus starts labyrinth after short delay.

(3) Minotaur starts labyrinth after short delay.

(4) Daedelus designs new labyrinth, etc. Repeat until Theseus finishes a navigating a labyrinth before Daedelus finishes designing new one, or until Minotaur catches Theseus.

Now, something tells me that this game has probably already been made. If not, I’ll just have to learn how to program it…

The Paradox of a Single Player Game

I come from a background almost exlusively made up of single player games. All of my preffered titles– Zelda, Ico, Shadow of the Colossus, Prince of Persia, Out of this World/Another World or whatever you’re supposed to call it, etc.– are single player games exclusively. My favorite series–(hint: it ain’t GTA)– might’ve just recently added a multi-player mode to its last two installments, and while I’m always on the move looking for hotspots to access it through my PSP, I still remain slavishly devoted to it for each game’s singular single player experience. A few games I’m fond of, like Katamari and a handful of classic N64 titles might have very impressive death-match modes, but mostly games like GoldenEye, StarFox and even Mario Kart held my attention mostly as solitary affairs. Heck, I’ve barely ever even played the Super Mario Bros. games with two players– I wouldn’t want to risk having to play as Luigi. Basically, in all my life I’ve been perfectly happy to play, critique, understand and hopefully someday design one type of game and one type only– single player games.

The problem? I’m not entirely sure that single player games technically exist.

Continue reading ‘The Paradox of a Single Player Game’

indie arcade proposal

Indie Arcade Quick Concept

A venue for independently made, amateur quality games.
Kind of trying to compare it to a music scene - I want to provide a place to go to see your friend’s or maybe local new games. Not that I want to limit it to local games at all.

The cabinets are conceptualized as just PC boxes with joysticks and trackballs, so far. But they can be extended and specialized for anything ITP students dream up, for example.

They are not static - they are kind of curated if we take the gallery mentality, or booked if we go with the rock show analogy. So visiting the spot would mean checking out a lineup of new games , in general.

This is mostly because there are a lot of games online that I just want to play by downloading on my own. I loved a lot of the games in that 52 games in a year spree by whoever those people were. I think these very arcade like games shouldn’t be limited to being played alone on laptops, they can be part of a social life.

For this semester I’m going to make 3 cabinets and call it an arcade.

I will probably then contact Mike Rosenthal of the Tank and see if we could situate ourselves in his basement. He runs an active venue and is basically on my side in the world.

Finally, since this is the first sort of DIY gallery / exhibition space / venue for video games, I find I don’t have to conform to any standards. So I’ll be taking some liberties with the cabinet designs….

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(I’m also just messing with wordpress and images, since I’ve never done it before)

game proposal - mostly for conversation

Conceptual Sketch of a Game I’ll Never Make

I am inspired by Defcon to make games in which the play space is a quantified exaggeration of now or the near future. But while the play in Defcon is high level strategy, I’m more interested in exploring a citizen-scale playspace.

For example, a simple quanitifcation is a multiplayer online game set in a scenario in which a large corporation is dominating the landscape with a very simple goal to its behavior ; within its possibility, it rearranges its behavior continuously in order to maximize its own profit.

All the human players are left with the task to topple this pre-exscheme; and that is the entire narrative of the game. They are given a cohesive collection of tactics which they can enact singularly, they can collaborate on, they can combine, etc. And of course it somehow introduces factions on the play level - so there is an incentive to win the game with your own movement, which may corrupt the larger motive, while making the play fun. While there is a win state , there is no necessary guarantee that the players will reach it.

I just want this to be less boring than Tale in the Desert, but totally in homage to it.

And I’m exactly interested in how this kind of model might redefine the possibility space of the citizen players in our real world.

Sandler of the Colossus

Have we talked about this in class yet? Does it already seem passe and cliche before we even start?

A month or two back I was seeing The Departed, or something, and saw the trailer for Reign Over Me, which has Adam Sandler playing a guy who loses his family in 9/11 and catches up with old pal Don Cheadle. I wasn’t paying that much attention in the theater because I’m not quite that interested in these kinds of dramedy films, until I noticed that the movie apparently included Shadow of the Colossus as a bonding experience between the two leads. I managed to track down an article about the game’s inclusion a little while ago, but lazily forgot to post it until now. For some reason I think we’ve already covered this, but just in case…

Here’s the link.

God of War 1 vs God of War 2- By Totilo and N’Gai

Here is an interesting conversation between two of the best gaming journalists out there. I highly recommend it as they are making some great points about what might be the best game of the PS2.

Here’s the link.

Collecting Items and Breaking Boxes

So I recently came upon a block in Psychonauts. As I entered Frank’s favorite level, I found out I needed to buy something. Unfortunately, I was still lacking the correct amount of money, it cost 800, I was closer to 250. This presented a huge hurdle, as now I must stop “playing the game” and start “doing some grinding” in searching for loose change wherever it may be. I found this to be quite disappointing, as I was really enjoying the game.

Continue reading ‘Collecting Items and Breaking Boxes’

Behind the Scenes

Don’t worry, I’m not going to pontificate this time…

Instead, here’s a couple of links that might be worth checking out for anyone who wants to know more about Metal Gear and Shadow of the Colossus. On the Metal Gear site, check out the “Kojima Commentary” section, which provides a transcript of a running audio commentary the Japanese apparently got with their special editions. As for the SOTC article, after you deal with the fact that it’s a very technical piece and a bit hard to understand if you don’t know much about the technology, it becomes a really interesting read.

MGS: http://www.geocities.com/muni_shinobu/mg/index.html

SOTC: http://www.team-ico.net/sotc/index.html

Anyone else know of good behind-the-scenes stuff?

Top Twenty Gayest Game Characters

http://gaygamer.net/top-20-gayest-video-game-characters/Metal Gear Solid 3

Another addition to the growing list of lists
Another reference to Metal Gear Solid…

Following Bouncing Balls Past Ruins of Writer’s Blocks

Many moons ago, I found myself in between missions on my second playthrough of MPO, sitting across from the foosball table (no, I don’t know if that’s spelled correctly, and I don’t quite care). As nobody was playing, I felt tempted to stand up and make a proper fool of myself by attempting to play both sides at once. It’s an excersize I routinely try out with pretty much any game I play that allows it as an option– Chess, Tic-Tac-Toe, Wii Tennis– just to see how viable it is. If a game ordinarily subrscibed to multiplayer antics can survive masturbatory play of this kind, it speaks volumes of its merits as a rule-set, interactive design and all around rainy-day time killer.

This time, however, I didn’t ever decide to pit the left side of my brain against my right one, as I found myself distracted by the most unlikely ornament the game could provide as an instrument to fuel a several monthlong meditation on the nature of play: the ball itself.

From early childhood, there are two toys which are universal to pretty much all kids, breaking all boundaries of gender, race, religion, culture and class, save for families who can’t afford toys to begin with– balls and blocks. Together, these two toys make up a pretty healthy set of polar opposites not only in the kingdom of childplay but also in the realm of theoretical play itself. Consider how balls are played with as opposed to how blocks are, and the different qualities they possess: balls roll, bounce and are often thrown in the air to be caught, while blocks stand still. Balls are usually played with as singular objects, save for juggling acts, while blocks are by definition meant to be used together. Balls cannot be changed through play itself, while blocks are routinely used to create tall structures which are just as easily destroyed as part of the play. Altogether, there are three main ways in which balls and blocks are different:

(1) Balls are mobile, while blocks are static.

(2) Balls are solitary, while blocks are communitarian.

(3) Balls are immutable, while blocks employ both creation and destruction.

Where exactly am I going with this? I’m not sure.

What I can say at the moment is that the whole ball/block idea my brain’s rattling around can say just as much about games in general as well. Think about the games you play– are they dominated by constant movement and action, isolation and generally consequenceless freedom, or are they complimented by stillness, character immersion and genuinely threatening linearity? Do your favorite games roll along wihtout any obstacles getting in the way of your enjoymant or slowly build up, bit by bit, to something bigger than you ever imagined? I could easily rattle off the games I’ve played on either end of these opposites (GTA & Katamari and MGS & Mario) or somewhere in between (Ico & SOTC and Zelda & Metroid), but I’m really more interested in hearing what others have to say about it.

Until next time, pleasent dreams.