Showing posts with label puzzle game. Show all posts
Showing posts with label puzzle game. Show all posts

Monday, 1 November 2010

GameCity 5 and Jonathan Blow's commentary on Braid

So like I said I was in Nottingham last week for a couple of things, as well as the ITAG conference there was the GameCity 5. I went along last year too, so had a better idea what to expect this time. The festival had the usual marquee in Market Square though one half of the arena was devoted to EA and the Nottingham Primary Care Trust who partnered up to "bring you the Best Health club in the WORLD" (according to the GameCity website anyway). That was a bit weird to be honest - games promoting fitness... still not sure I've got my head around all that though that doesn't mean I think it's a bad thing, just different. The other side was much closer to home though, as it was full of couches and TVs so people could comfortably try out different games:


Like the new Lego Universe - a massively multiplayer experience that has just been launched. It looked cute and funny, though I got the impression it's being aimed at younger players.


And Confetti Carnival, developed by Spiky Snail which was a lot of fun. The designers were kind enough to answer my questions about the platform and release date - apparently while they would like it to be multi-platform, that really depends on what deal they get, and it should be ready for release by the second half of 2011. 



The main highlight of the festival for me though was hearing Jonathan Blow do a sort of directors commentary on Braid:



It was seriously interesting, not just because it made me want to give Braid another go but because of what he said about game design. He first demoed the original prototype which he threw together in about 8 days to show his friends. The final game took about three years and looks a lot better, but it was quite interesting to see a lot of the main concepts (including the time reversal mechanic) in what was essentially a retro Marioesque platformer with crude graphics. Jonathan pretty much played through most of the game, explaining each world, though it was clear he wasn't going to say very much about the story. I think in some ways what the story means came across as something he didn't know how to verbalise, rather than something he was just refusing to talk about.  And like most things, you can't control how people respond to what you've created.

But anyway, what really struck me about his talk was what he said about designing the puzzles and wanting to make them intrinsically motivating (a phrase he actually used, though he did admit only coming across it after the game was finished). The idea was to try and create an intriguing universe of simple rules that players could figure out one step and a time. He would often try and achieve this by giving the player the clues they needed within the single screen they were occupying. He even talked about trying to encourage "incubation" (though that's not what he called it - it's another psychological mechanism, which occurs when you get stuck on a problem and only seem to be able to solve it by leaving it alone for a while and doing something else). So he would try and get players to store a symbolic representation of the salient puzzle pieces, by keeping the levels as simple as possible. He also talked about wanting the game to be non-linear, I think in the sense that you were meant to come back to different puzzles, but after a play-test he ended up changing it so people could play it all the way through if they wanted (though he didn't seem sure that was the best decision). During the Q&A session, he also mentioned Skinner in the sense that variable rewards are always a better design mechanic than a consistent one. This linked to the pattern-breaking concept he'd mentioned too - while he made a lot about introducing the rules to the player of each world in a scaffolded way, he also pointed out that it was good to break those rules as it gives the game greater depth. As the game progresses, there are even more pattern breaking incidents, signaling to the player that the end is drawing near.

All of what I've just said is about the puzzle solving elements of the game. Braid also has a narrative which is ostensibly about a boy called Tim who wants to find the Princess, but it seems to really be about being about relationships and making mistakes and whether you can ever take those back. Again, this is is a reference there to the early Mario platformers, except with Braid you actually start to consider why the hero is looking for the Princess in the first place. There is a lot of text in the game, but Jonathan made a choice to make it irrelevant to the game-play since you can go through the whole thing without paying attention to any of it. I'd argue that doing so means you would lose out on a richer game-play experience but I think the decision was based on an awareness that not all game-players like sitting through lots of text. I think the reason I enjoyed his talk so much was that he made me appreciate all the time, energy and love that was put into this game. I'm not a designer, and I've never really tried to make my own game, but hearing him made me think that this is what people who want to design educational games should listen too. There is a very particular kind of learning going on here - mostly in the form of cognitive problem solving - and I'm not sure how well that maps on to different curricula objectives but there is no way you could deny that players aren't learning as they progress through the game. Even Jonathan admitted that he found out new ways to solve certain puzzles, after he had finished it! Maybe the key is to think about how to create a universe  who's rules you want the student to learn, rather than to consider how to lots of educational content into a game? The thing is, I also think you could get a lot of out studying how something like Braid was put together, not so much in terms of the coding underneath but mainly in terms of the ideas behind it and how they are reflected in the game-play mechanisms and design rhetoric. I think I'm starting to see a place for the study of games alongside the study of films or books - something that involves a lot more than chocolate covered broccoli and a bit more imagination than trying to simulate real world activity as closely as you possibly can. Something which Michael Abbott, is trying to do at Wabash College with Portal. Which reminds me, Portal actually has a developer's commentary you can access after you finish the game - it might be quite useful to see more of this sort of thing.

I'll admit though, when I first tried Braid, I didn't quite get the time mechanic and while I had been meaning to get back to it, it wasn't until after hearing Jonathan speak and seeing the game in action that I decided to give it another go. And if I'm really honest, though I did complete it, I did resort to using YouTube walkthroughs. As with playing Portal, sometimes it was more about confirming I had the right solution - and needing to know whether I should keep trying what I was doing until I got it right - than having absolutely no idea what to do. I had also real trouble with the shadow mechanic so needed to see it action. I know I get impatient sometimes, but I really do think it's better that I get a little help than get put off the game entirely and stop playing. So I still  got to enjoy exploring and learning about the Braid universe, while figuring out (most of) the puzzles on my own. I'm not saying the game was perfect but it did a lot more right for me than it did wrong, though I know there are other opinions out there. Also, I have to admit that hearing Jonathan talk made me go back to it and appreciate the game differently - if I hadn't, I wonder whether I would have bothered?

Friday, 27 November 2009

Trine, Borderlands and Assasin's Creed II (PS3)

First off, I need to say thanks to my mate Paul for sharing his PS3 with me over the last couple of weeks - I promise I will get one myself but it's going to have to wait till after Christmas...



So first, we played Trine (from Finnish developers Frozenbyte and you can also get it on PC) And it was good. A physics based action/platformer/puzzle game? That you can play with up to two other players?! Awesome!!! It looked pretty too (see video above). I have to admit not really caring about the storyline so much, but I did love the gameplay. Especially when we had to stop and think about what we needed to do next. I seemed to gravitate towards the thief most - I liked the fact she used arrows (so I didn't have to get too close to enemies) and I guess I just like jumping! I kind of left the wizardy stuff to the more experienced player as he seemed to have a good handle on when to do what but we would sometimes switch depending on what was going on. All in all, Trine did a brilliant jump of encouraging enjoyable coop play and I think it gave plenty of examples of problem solving and collaboration in action. My only issues with it were the occasional glitches that occurred when one of the characters goes off screen (similar to LBP) and the end. The last level really wasn't very difficult (in comparison to earlier ones!) and the n the game just ended - not really satisfying at all, but please don't let that put you off trying a pretty innovative game.


Then, there was Borderlands (see pic above). It's a first-person shooter (FPS) with role-playing game elements (RPG) set in a post-apocalyptic world full of bandits, guns, leftover cash in boxes and scary looking dog like creatures called skags. Paul likes it a lot but I'm not sure it's really my thing... This game made me realise I have a tendency to panic when something unexpected happens that threatens my character. It happened in Trine too - I ran away from a big scary skeleton when it first appeared, even though I was the warrior with the big sword! But when I panic in an FPS this means I lose all sense of spatial awareness (which isn't great to begin with) and start shooting all over the place. And then I die. So that's not much fun. Plus, I don't really care about guns and I don't like the feeling that I'm not very good at something. I also think my lack of progress levelling up and getting enough money to buy better (i.e. more powerful) weapons also added to my disatisfaction with the game. And god that robot guide at the start is annoying! My feelings are a little mixed on the game as a whole though because I did enjoy some of it. Like when I could see I was getting a little better - my aim did improve while I have to admit there was something really satisfying about nailing those head shots and also when I did eventually level up. I could even see myself picking up simple strategies like remembering to crouch down behind something when reloading and running backwards while shooting. Plus, playing with a more experienced FPS player made it a lot easier because it meant I also had someone to tell me what to do. Then there was the really hilarious moment when we heard growling, got scared and both ended up hiding in the same shed waiting for the skag to come to us! Though you may have had to have been there for that one... So yeah, mixed feelings about Borderlands.


Finally there is Assassin's Creed II from Ubisoft. I really liked this - a lot more than Borderlands. Probably because the third person action-adventure genre is one I'm more comfortable with and maybe because I get to a lot more jumping in the form of free running around beautiful recreations of 15th Italy. While the avatar facial expressions are a little disconcerting (e.g. a lot of them seem kinda cross-eyed), the rest of the game is seriously stunning (see pic above). I found the storyline intriguing too, especially at the start where I ended up getting quite into the whole revenge plot. Though I have to say this doesn't seem to have sustained itself, as now I feel more impatient to just get on with the missions. And sometimes it wasn't clear how to get from a to b (or maybe we just haven't figured out the maps properly yet?). I did like the fighting here more too, though I have a feeling I prefer punching (i.e. hitting buttons repeatedly) and assassinating (killing someone without getting in a fight) than sword fighting (which seems to involve a mixture of timing and skill that I'm still getting the hang of). I have also learnt how to spell assassin properly ;) All in all though, it is a game I would actually like to spend some time playing on my own to how much I get into it, even though it was still fun to take turns at it.

So, that's a few more games than usual, and a lot more killing than I have done in a while! I don't think I've ever had much of a problem with violence in games - I know it's not real and of course I know it's not an appropriate to behave outside of the game - but I guess it is strange to realise I actually enjoy a lot of it. At least, when I do it well... So maybe, as Przylbylski et al. suggest (see here for a good summary), it's more about competence than violence? I think lack of competence may be why I don't like FPS games that much - I feel I have too much to get a handle on in terms of learning the controls, orienting myself spatially, comparing weapons I really don't know much about etc. Maybe I'd enjoy them more if I spend a little time practising but when there are so many other games I enjoy playing (and get to grips with quicker),I think something else will probably get priority. Until the next time a friend wants me to play an FPS anyway. I also liked the way that these recent experiences have all been quite social. When it wasn't a coop game, we took turns, and when we played Trine there were other mates around who were happy to watch us. Sharing does seem to make things more fun, or at least make things fun in a different way. And I think working together can also be quite satisfying though I imagine this might also depend on who you're playing with!

It's been good but I really am going to have to get my own "serious" console soon...

Reference:
Przylbylski, A. K., Ryan, R. M. & Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35, 243-259.