Tag Archive for 'games'

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Arpeggi – An Experimental Gameplay Project Game With 0D Graphics

The Experimental Gameplay Project, a “make a game in seven days” thingamajig which begat the prototypes for World of Goo and Crayon Physics Deluxe, has announced their theme for the month of August as “Bare Minimum.” So I decided to spend three days (it was done by then) making a game with the minimum possible resolution: one pixel.

Arpeggi — A game in one pixel (formatted to fit your eyeballs)

Due to some technical limitations, such as the fact that one pixel is really hard to see, I magnified it by 600 times. With these extra 599 pixels of space, I decided to cheat and add some intro text, but all of the actual gameplay could theoretically be scaled down to a single pixel if you traded the mouse-based control for an analog stick.

I hope the game is relatively easy to figure out despite the limitations of the resolution. And because that was my goal, I’m not going to say anything else about it.

Hit the jump to play it, and to download the [wikipedia]X11 License[/wikipedia]d source code:
Continue reading ‘Arpeggi – An Experimental Gameplay Project Game With 0D Graphics’

    In Which Zacqary Compels The Internet To Force an Innocent Man To Dance in a Kilt

    One of the things I missed at Anthrocon this weekend were the consequences of leaving a spur-of-the-moment comment on the Wolfire Games blog. The dire, dire consequences.

    Just…watch this video…

    I am so, sorry, John Graham. I never meant for this to happen. Please forgive me.

      Wait A Minute, Wouldn’t Better Motion Controls Hurt Wheelchair Gamers?

      Both Sony and Microsoft’s upcoming motion control revolutionary thingies have one advantage over the Wii: they can track your position in a room. If the demonstrations for both (well, more so for Sony, simply because they did a better job of it) are any indication, we’ll be seeing a lot of games in the near future which require a player to do quite a lot of movement. This is even more so than what we’ve already seen on the Wii, where most games require just hand motions, all doable while seated.

      So how can more physical activity by gamers, still often stereotyped as overweight nerds, be a bad thing? I started to have my doubts reading Gizmodo reader kagegiri’s comment on an article about the physically challenging (and possibly dangerous) Tony Hawk Ride:

      It’s peripherals like this, Natal, and Sony’s baton that make me feel like some people don’t get the charm of video games and virtual reality.

      When you get perfect-mapping motion games, yes, you can apply real-world skills to a game. But it turns out a lot of the population can’t swing swords properly, or kick a soccer ball far, or swing our arms fast enough to hit a real home run, or balance on a skateboard while doing tricks, etc. If it’s too realistic, it’s like your physical weakness in real life is translated into weaknesses in game.

      This is definitely a concern for me. Frustration due to failure in Grand Theft Auto causes far more urges to go on a shooting spree than actually succeeding at shooting virtual people; anything to increase the chances of frustrating failure in a video game is not a good thing by any means. But while many people can overcome their “physical weakness” by excessive exercise, what about the people who can’t?

      Like people in wheelchairs?

      Some people are wheelchair-bound their entire lives. Others will be wheelchair-bound temporarily after playing Tony Hawk Ride. If video games get too physical, not only will the ability to feel like a superhero be limited to actual superheroes, but less people will be able to play. Some people already can’t play games because they can’t afford all forty-seven platforms; adding a physical ability barrier on top of the economic one isn’t a good idea.

      That’s not to say the idea of greater physical immersion in games doesn’t excite me, but there always needs to be an alternative.

        Second Thoughts: Natal Has Great Potential For Both Awesomeness and Shovelware

        On Monday, I dismissed Microsoft’s Project Natal’s possibility to be the most revolutionary thing since sliced clichés, saying it was little more than both the good and bad qualities of the Wii taken to the extreme. On reflection, I’ve come to an interesting realization: my assumption that Natal was thought up by stupid marketers was a reaction to the fact that it was stupidly marketed.

        The video which played the role of Project Natal’s big reveal featured many awful, awful uses of the technology, each doomed to failure without any haptic feedback: the discomfort caused by holding an imaginary steering wheel and hovering your foot over an imaginary gas pedal would be intense; throwing punches at an imaginary man (and getting occasionally punched back) would instantly de-immerse the player when a blow connects, changing the position of their avatar’s limbs but not theirs; jumping on an imaginary skateboard will do a better job of knocking fragile objects off shelves than conveying a crucial sense of balance. While not as important when using a gamepad, you need haptic feedback, not just visual, when the controls are haptic — no edges of mirrors or clashes of zenos can compensate anymore.

        Where Natal will succeed is outside of classic “action” gameplay. That trivia game concept, for instance, could work quite nicely with Natal. And Milo (featured in this article’s video) is pretty self-explanatory. The technology to feel imaginary objects and experience imaginary changes in balance doesn’t exist yet (that I’ve heard of), but it’s not important in these types of games. Games in which a player is supposed to be moving fast, holding objects that weigh anything, getting jostled around, and similar physical things are not suitable for Natal. They will be fun until the novelty factor wears off, which won’t take long.

        In a way, this is a good thing; while nothing is inherently wrong with video games focused on fast action and/or violence, the market is oversaturated with them. That’s not to say 99% of recent games are twitch-actiony (and sometimes violent, because that’s a compelling reason for fast action), just 99% of recent character-driven games. There are a lot of recent games which don’t focus on the player’s reflexes, but most don’t give the player very deep control of a character; they cast the player as an invisible “controller” or, rarely, simplify the player’s control of their single character. With Natal, though, game designers can allow the player to inhabit every aspect of a character’s body. The limitations come from physical space, as walking away from (or into) the screen is impossible and long periods of manipulating imaginary objects can be awkward and uncomfortable (in case I haven’t made the latter clear, pretend you’re riding a subway train and grab onto an imaginary bar overhead for ten minutes; stop beforehand when your arm gets tired). These limitations make these action games impossible to Natalize in an enjoyable way, so the only way to take advantage of its new capabilities is with new, fresh types of games. Milo is a very good example.

        That’s not to say people won’t try to make Natal-based fighting games and racing games, and that’s not to say they won’t pass the farce that is Quality Assurance and make their way to store shelves. Those games will just quickly fall into the bargain bin and get terrible reviews. Meanwhile, people with actual talent will bring us games that don’t try to fight against Natal’s limitations, and turn out to be lots of fun.

        The only thing that still concerns me is that there is still a distressingly low number of Wii games that use its motion sensors well, and a distressingly high number of games that still don’t get it. This is after three years, and those good Wii games still mix in some traditional control methods. Natal has zero traditional methods of control, so everything has to be rebuilt from the ground up. The potential for miserable failure by talentless hack developers forever set in the ways of their more skilled predecessors is even higher, and even veteran designers may have some trouble coming to terms with the fact that this thing is not good for first-person shooters.

        For that reason, I see Sony’s motion control effort as being more successful, at least in the next several years. While it can only track two hands and doesn’t appear to recognize facial expressions, the player still has buttons to press, and still has something physical to hold. This is a much better way of adding motion-sensing to traditional action games; it could be used mostly for positioning, with much of the long-distance movement and object manipulation — which would be awkward for Natal — being controlled by buttons and analog sticks. This is nice because there will always be a place for video games about fighting, running, and/or jumping; they’re fun, they relieve stress (which, for violent games, is synonymous with the desire to partake in their real-world equivalents), and they speak to the primal instinct that all animals — a group which humans belong to, don’t forget — have. At the same time, it may serve as a stepping stone for designers who may not have a good idea about how to make use of Natal.

        But based on the current push for games to be released on the 360 and PS3 and play the same way (which is good, because distinct platforms do nothing but limit the number of people who can play a game), we’ll likely see some Natal-optimized controllers on the market.

        By the way, “Project Natal” is still a terrible name, but it sounds like it’s eventually going to be changed to something more generic.

          The Sims 3: More Awesome Than Before, More Annoying Than Ever

          Let me begin by saying this: The Sims 3 is just as fun and addictive as the very first. It manages to recapture the magic I felt playing it for the first time on February 8th, 2000, my birthday, and four days after its release. The sense of surprise that a game about real life could be fun, the thrill of discovering little details in the gameplay you hadn’t noticed, and the realization of Will Wright‘s genius that made him my personal hero until the day I played Spore. It’s a feeling that I felt was missing from The Sims 2, which just didn’t hook me like the original managed to do, despite having some welcome visual upgrades. I can safely say that The Sims 3 has caused me to fall in love with the series all over again, and is likely to hook a lot of “core” gamers who have disliked The Sims for years. I recommend everyone even remotely interested should buy it right now.

          With that said, I will now elaborate on all the things that infuriate me about the game, some new to The Sims 3, and some with roots that go all the way back to the very first game. There are plenty of reviews, like this one, this other one, and this third one from mainstream game journalists, which detail the wonderful experiences you can have with this game, so this is not going to be one of them. Instead, I am going to rant and rave about every tiny little problem the game has simply because someone has to.

          My gripes come in three categories: problems with the structure of the new “living world” gameplay, small components that are (still) inexplicably missing or broken, and the fact that EA’s push for Sims 3 machinima has completely missed the point.
          Look! I'm reacting to The Sims 3 in The Sims 3! Ha ha..it's hilarious, right? Right? Please don't hate me...
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