The design and business of gaming from the perspective of an experienced developer

Category: Game Design (Page 8 of 22)

Video Games as Useful Teaching Tools

Good news – video game researchers have found that game playing can make women no longer the inferior sex!

[T]he researchers were not surprised to discover a discrepancy between the two. The test asked people to identify an “odd man out” object in a briefly displayed field of two dozen otherwise identical objects. Men had a 68% success rate. Women had a 55% success rate….

Had they left it at that, Dr Spence and his colleagues might have concluded that they had uncovered yet another evolved difference between the sexes, come up with a “Just So” story to explain it in terms of division of labour on the African savannah, and moved on. However, they did not leave it at that. Instead, they asked some of their volunteers to spend ten hours playing an action-packed, shoot-’em-up video game, called “Medal of Honour: Pacific Assault”. As a control, other volunteers were asked to play a decidedly non-action-packed puzzle game, called “Ballance”, for a similar time. Both sets were then asked to do the odd-man-out test again.

Among the Ballancers, there was no change in the ability to pick out the unusual. Among those who had played “Medal of Honour”, both sexes improved their performances.

That is not surprising, given the different natures of the games. However, the improvement in the women was greater than the improvement in the men—so much so that there was no longer a significant difference between the two.

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Has Guitar Hero Lost Its Way?

Despite having perhaps the best song list so far of the Guitar Hero franchise (”One” and “Welcome to the Jungle” were perhaps my two favorite songs back in the day), the public mood seems to be souring on Guitar Hero III, and interest is ratcheting up in the competing product Rock Band, which of course is being put together by the team that did the original Guitar Hero.

It probably doesn’t help that Guitar Hero Rocks the 80s was widely received as a quick and dirty cash in (really, $40 bucks for no new venues, no unlocks and 6 characters?), but that’s only a hint of the problem. Raph was among the first to spot trouble, when he spotted this article pointing out mocap for strip clubs. Continue reading

Rock Band and Guitar Hero Updates

This morning, somebody sent me the following link with this quote: “I have seen the second coming of the party game, and it is called Rock Band. All hail.”

Now that the developers of Guitar Hero (Harmonix) are working on that, the owners of the Guitar Hero franchise (Red Octane) have their work cut out for them. They’ve released an abbreviated song list from Guitar Hero 3, which includes Smashing Pumpkins, Tenacious D and the Beastie Boys. My favorite part: according to Wikipedia, Living Colour went to the studio to re-record ‘Cult of Personality’ after the original masters could not be found. More dubiously, ‘battle mode’ will grant the ability to mess with your opponent’s guitar playing, such as breaking his strings or overloading his amp. Continue reading

Let’s Not Dismiss the YouGames Generation Just Yet

Raph has been keeping an eye out on a lot of people promising to make a ‘YouTube for games’ or an ‘Open Game’ platform. Do any of these have a shot in hell? The industry vets seem to doubt it.

“There’s a reason some of us are employed and paid to make games, and there’s a reason why most people are not. It’s because they’re really bad at it,” added Starr Long, game director of NCsoft.

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A Rare Flurry of Linkworthy Blogtivity

Lots of good reading on the web today. Be sure you check some of these out.

First off, Scott talks about the Armory, and his surprise that the villagers haven’t gone to Irvine with pitchforks.

Blizzard should enforce 100% opt-in for the Armory because:

– Tactical transparency in PvP is important
– The ability to research other players in game is important
– The ability to research message board posters is important
– It’s just a game, who cares, Blizzard is cool and we like them
– stfu noob lrn2ply

Blizzard should offer an opt-out for the Armory because:

– Some people don’t want to have their player’s data open to ridicule or data mining

At first glance, it seems fairly conclusive. And given Blizzard’s stated stance on in-game privacy (they’ve been quoted as saying that an /anon command goes against what they see as the social nature of MMOs) it’s doubtful that this decision would be reversed.

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Held Hostage by the Hardcore

For a brief moment of clarity, Vanguard proposed to do away with Corpse Runs, which has perversely become the defining feature of their game experience to both fans and critics alike.

– You will no longer leave a corpse when you die; instead you will drop an essence.
– You no longer leave items (Soulbound or not) on your essence.
– Essences will return a large amount of experience upon retrieval.
– Your essence will decay after 70 hours.
– Altars will still allow you to summon corpses from before the patch on 3/30/07 (Build 1799), however, you are unable to summon essences.
– The amount of experience lost when you die has been decreased.

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Dancers Can Be Hardcore, Too

It seems like every few months, someone wants to reopen the question of what a ‘hardcore’ gamer is vs. a casual gamer. This time, the culprit is Ryan, who ends up where most other pundits seem to. But I’ve never felt comfortable with that direction of thought, which always seems to end up with the games industry making games for other gamers, while making light-weight fluffy crap for anyone else. When I think about the terms ‘hardcore’ vs ‘casual’, these are the thoughts that ruminate through my head:

All successful games and genres have hardcore players and casual players.
My mom is a hardcore solitaire player. I mean, she looks at a screen with Spider on it the way that Cypher looked at the Matrix and saw blondes, brunettes and redheads. Mom just sees things I never saw as there. She has an innate sense of opportunity. When she plays, cards light up for her as if she were the main character in A Beautiful Mind. She’s damn close to being able to move the cards telepathically. Continue reading

Lessons from GDC

From a GDC slide, on a presentation about how to build the first five minutes in the game:

“Your game needs 6 things:

3 HOLY SHITs!
2 OH MY GODs!
1 NO FUCKING WAY!”

Speech by Dan Arey, although he gave credit for the slide to someone whose name I didn’t catch.

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