Wednesday, October 10, 2012

End-Game Challenge Content

Thinking about Attraction, I believe it's very important that we add in some end-game super challenging content somewhat equivalent to Super Meat Boy's end-game levels.  It's tremendously satisfying to successfully apply all the skills one's learned throughout a game experience at a masterful level to cap things off.

Friday, October 5, 2012

Project Unknown Retrospective

So, Project Unknown did not get chosen, which is unfortunate.  I think the intense puzzle combat was a fresh mechanical blend that had some real potential.  Everyone was busy, and we didn't flesh out the mechanics as well as we could have to make the best pitch.  I think if we'd really expanded on the core concept with some richer gameplay, we could have shown something very compelling that would have reflected the final product more accurately.

Wednesday, September 26, 2012

Inspiration Drain in Sequels

I've been playing Counterstrike: Global Offensive recently and it brought to my mind a certain trend I see with "refresh sequel" titles--games that get a new coat of paint and rerelease every several years.  That trend is inspiration drain.


A game's first iteration often comes from a passionate, quirky team with personality, delivering a product out of its own desire, intoxicated with the novelty of a fresh idea, and it shows.  It's often laden with quirky, memorable devices and content.  The following versions often strip these quirks out or reference them half-heartedly and then replace the missing content with generic, well-accepted industry fair.  I'm referring in this instance to the vehicles of CS 1.6.  Where did they go?  They were weird, glitchy, and a total blast.  Gone now, forever.

Thursday, September 20, 2012

Games with Conviction

Over time, I've realized that one of the qualities I admire most in games is "conviction." I like games that believe wholeheartedly in their universe and believe in the player's role in it.  I like games that don't cheapen their setting by including overly cliched elements, pop culture references, and/or product placement.

Probably most controversially, I vehemently dislike games that include any form of in-game monetization.  I think injecting real-world purchasable objects into a gamespace usually completely destroys the integrity of the world, its immersive capacity, and the experience a designer is trying to create within it.

Friday, September 14, 2012

Procedural Level Generation

I've always been a fan of procedural level generation in games and think it's gotten short shrift as of late. I stumbled upon this presentation that explores maze generation algorithms--

http://www.jamisbuck.org/presentations/rubyconf2011/index.html 

And thought they could be tweaked and employed for use in Project Unknown or another game in the future. Maybe a roguelike.

Thursday, September 6, 2012

5 Games To Consider

Thinking about possible mechanics for the game I'm working on, Project Unknown. It's a fast-paced action/platformer/fighting game with a cinematic camera and a heavy emphasis on speed. Inspirational games that came to mind were--

Devil May Cry -

Intense, stylish, fast paced action. Memorable character design on the protagonist.

Muramasa: The Demon's Blade & Dishwasher Samurai -

Gorgeous visuals and flashy, intense 2D combat.

Super Mario Galaxy -

Excellent dynamic tracking camera.

Monday, September 3, 2012

Pitch

Made my design pitch for "Elemental WizKnight," a cooperative action puzzler with resource management elements, last week. Some of the most memorable and satisfying gaming moments I can recall have happened in games that emphasize teamwork and clever resource use. Hope it gets selected!