This blog serves as a place to talk about my experiences playing new-to-me videogames and hanging out in SecondLife. It might encourage others to try playing games and spending time in virtual worlds.
Showing posts with label videogame major. Show all posts
Showing posts with label videogame major. Show all posts
This semester in Critical Analysis of Games, we had about 12 or 13 games out of a class of 26. Some folks worked alone because of their schedules or because they were the only person interested in a topic. Here is a link to all the projects for this class: projects. You can see more pictures here on Flickr.
There were games about LOLcats, YouTube videos, space pirates, Dante's Inferno, Dr. Horrible's musical blog, greek mythology, dating in the 50s, retro space adventuring, trans-Canadian highway system, children's fairy tales, and bounty hunting. We had board games, trivia games, card games, and combinations. The play test session was hectic. We rotated games in and out as people finished a round. It would be better to let them play a round, have a few minutes to make notes, and then repeat. For that we need space and people - lots of people - since most of the games need 4 players.
We invited some staff and other professors to come play. They gave the students good feedback. It was a way for other people in the school to see what kinds of things students in the new game design major will do. And it's important for students to get feedback from someone other than me (or their peers). Especially if we want to think about making commercially viable games - we need to understand different markets
Having our playtest time during final exams week makes it tough to get students. Next year we're going to do the big play test the last week of classes. That will give the students more time to revise and do their write up too. This year we had candidates in doing demo classes so we were a little short of time.
I've decided to make it more of a straight card game, no board.
There are ride/exhibit cards that tell you how much whuffie (respect) you need to update, what skills you need to have to update, and how much whuffie you get each round just for controlling it.
There are skill cards - painting, animating, robotics, etc. Some rides (E ticket rides maybe) take more than one skill to update and extra whuffie because people don't want you to mess withe classic rides. It might be interesting to let people spend whuffie to buy a specific skill.
Whuffie is in the form of chips - I'm thinking each player has a different color so you could watch your respect move from player to player. You get a stash of whuffie at the beginning of the game. You get whuffie each round for the rides you control. It costs you whuffie to rehab/update a ride. Once you update a ride it might be worth more whuffie (like putting a hotel on a property in Monopoly - still thinking about that.
When you have the whuffie and skills you can update a ride that you control. You have to update a number of rides to cause the end of the game - I'm thinking one in each land of the Magic Kingdom but that might take too long. There are 6 lands - so maybe gotta rehab rides in 4 of the 6 lands.
The winner is whoever has the most whuffie wins (assuming that the more rides you update, the more whuffie you will have).
There will be unexpected event/wild cards - sometimes you lose a turn, sometimes you get to take their whuffie or take over a wide they've put out to control
downloading the character's memories for safe keeping (since you can get cloned/reborn pretty easily) - lose a turn
get shot/killed and have to be cloned - lose a turn
accident on one of your rides -you have to give up a chunk of whuffie
your best friend starts dating your significant other - lose a turn
I'm playing with the idea of cooperation - so if 2 people had the Space Mountain card, they could share ownership of it and pool their resources to rehab it (and split the whuffie that ya get for hte rehab. Cooperation would be even cooler if players were eliminated one by one - players could cooperate to gang up on another player. Not sure of the benefit of cooperation if it's a winner take all game.
Right now I think everybody will be dealt a small number of cards to start - say 5. They will get a stash of whuffie chips. They can claim a ride by laying the card down in front of them and putting up some whuffie as collateral that they will treat the ride with respect. Each round you can rehab a ride, draw a card, play a wild card, buy a skill - do one of those things. Each round you get a new stash of whuffie. If you decide to rehab a ride you have to lay down your skills and take the right amount of whuffie out of your stash and put a marker on the map of the kingdom (hmmm - forgot to mention there's a map didn't I ? Well there's a big general map with the areas marked out like frontier land and fantasy land)
Lands & Rides (in order from the main gate to the left on the map except for toontown fair which isn't part of the classic Disney Magic Kingdom that I grew up with)
Main Street USA 4- railroad, horse drawn jitney, double decker bus, parade - all A tix so easy one to start with
Adventureland 4 - treehouse - B, enchanted tiki room - E, jungle cruise - B, pirates - E
Frontierland 4 - tom sawyer island, country bear jamboree - E, splash mountain, big thunder mountain
Liberty Square 3 - hall of presidents, riverboat - D, haunted mansion - E
Fantasyland 5 - it's a small world - E, peter pan's flight - C, show white's scary adventures - C, dumbo - C, carousel - A
Tomorrowland 5 - speedway, space mountain - E, wedway people mover - D, carousel of progress, astro orbiter - D
The students in the Critical Analysis of Games class started building in SecondLife on Monday. Whew - 26 students spread over our 2 islands trying to line up shapes. They came up with some interesting stuff tho. Here's a pic with a couple of their builds - one student built a table and a childs stacking toy. There's an ice cream in the background and several of our early experiments with shapes and texturing.
We will be building more things on the island. I think today we will pair up and try to build checkerboards. They'll have to think about the overall size and the size of the individual squares and they can use the position numbers to line everything up. Still trying to decide what to build next week - I want it to be something with a bigger group working on it . Any suggestions? Leave them in the comments - thanks!
Since the students in the critical analysis class ha to make a board or card game, I decided to try my hand at it too. My effort will be an example of the process students might go thru to create their own game and if I have to look for a new job, it will be good to have some games in my own portfolio.
I read Cory Doctorow's sci-fi novel Down & Out in the Magic Kingdom. He writes the very popular BoingBoing blog I just got back from a trip to Disney World over Spring Break 2009, and it was fun to read about all the places at the Magic Kingdom that I had just visited. I've been going to DisneyWorld since I was in high school, so I could seriously identify with the main character's (Julius) desire to live in DisneyWorld. The group he works with protects and maintains the Haunted Mansion ride, which is one of my favorites. . There's a lot of discussion of protecting the past and maintaining the traditions of the Disney legacy. Many parts of Disney currently don't seem to have that same respect for legacy now (a whole new rant, not for this blog)
Here's my process. I wrote down all the main characters, listed plot elements, and then started doodling around with ideas. I made notes, sketched boards, drew arrows, thought about cards and dice and spinners and markers, and different game play mechanics. And I came up with a number of ideas. I tell my studnets the first idea is usually not the best so I want to generate a bunch to show them that it is possible and that the ideas really do get better. Now that I have some ideas, I'm going to go do a little research on Cory and on the Haunted Mansion to see if there are any bits of history that I want to work into the game.
characters:
3 main characters Julius, Lil, and Dan - they're in romantic relattionships, they're friends, and they're co-workers so there are lots of situations to put them in in the game
other characters - Lil's parents (who've been deadheading for a hundred years or so),
Debra (knew Lil's parents, creates new exhibits at disneyworld, Lil's rival for power in the park)
Tim a programmer who works with Debra
Kim and the other newbies brought in to work on the Haunted Mansion by Julius
plot elements
deadheading, choosing to die, end of death
clones, brain backups, backup reloaded into clone if you die, long life
maintain rides, enhance rides at WDW
work at WDW - cast members, design merchandise, deisgn/enhance rides, be member of the ad hocracy
whuffie - reputation points as the currency, high whuffie gets you access to teh scarce stuff, low whuffie can't get the elevator to stop for you, whuffie related to how other people think about you, with more whuffie you can control more territory or make changes to rides
there's the Bitchun Society that encourages people to do the brain dump and use the clones to live forever - not sure if the society itself has any character-capability
game ideas - goals, relationships, random thoughts
could deadhead to skip a turn but what would be the effect on the player (lose whuffie, lose something, not get paid if someone owes him rent)
what makes whuffie go up adn down - gotta have whuffie as sort of the game currency since it's a big part of the book
one possible game goal - to become a cast member, to move up from cast member to belong to the ad hoc, to leading the ad hoc - does it take certain amount of whuffie to move up, whuffie in combo with something else like skills or followers
another possible goal - make exhibits better - more thru put, more audience appreciation, more revenue from mechandise sales - allof these would also increase whuffie
another goal - collect whuffie, collect followers, collect internet fans, collect ride maintenance skills, collect territory
in eurogame style whuffie could be around the outside of the board or could be pile of chips
roles you could play as
ad hoc leader - only they can play the exhibit change card and only 1 per turn (so have to rotate who goes first maybe?)
play as basic cast member who wants to get into an ad hoc, work shifts each round to earn whuffie
play as griefer/hacker who can cause all your whuffie to go back into the pile (maybe costs the griefer some whuffie too) and maybe they gain a skill card or maybe they get to take one of yours
play as Kim and the internet fans - add whuffie to the ad hoc
things that could go wrong
you get killed while testing new ride
you get killed by an assassin
your brain electronics fail and you have to go offline
your girl friend dumps you for your best friend
your best friend shows up whuffie-less and has decided to kill himself (and not be cloned)
game idea 1
could be 2 kinds of cards - skill and action cards, chips for whuffie
take so much whuffie and specific skills to attempt ride upgrade
roll dice to see how successful the upgrade is = how much whuffie and rank change - so that's random but cards are strategic
could ahve a board where if the upgrade is successful you claim territory
need ways to take someone's territory - more whuffie and lower chance of success with the dice
board could look like Magic Kingdom - maybe have to have a ride claimed in each land to win or maybe rides worth different amounts of points - first need certain point level to win so player has to decide whether to go for the big point rides or several smaller rides
need markers to show ownership
deck of action cards - could give whuffie, could give ya permission to attempt an upgrade - what other actions, take a skill card from someone else, might have a rule that says you can only have 5 skill cards at a time (5 is arbitrary number) and you have to throw away any extras
maybe whuffie is a pile of chips that everyone can see
skill cards are secret - maybe a set that you have to collect, maybe a set for different kinds of exhibits - so there might be 3 or 4 cards that you need ot collect for the take over of a small ride (paiting, merchandise creation, crowd control...)
have to have the set of skill cards and enough whuffie and a permission action card to do the project upgrade
might have them draw 5 skill cards to start and throw back 2
not sure who you're playing as - julius, new cast member, the adhoc?
get a certain amount of whuffie each round
claim territory you're going to work to own - see who gets done first
maybe have to bid whuffie and someone (?banker?) gives skills/territory to highest bidder
idea 2 - could do something with the Haunted Mansion redo angle - maybe the game takes place inside the mansion, board is the ride (except everyone on it in parallel, not serially), parts/scenes of the ride = levels, need to do something different at each stage of the game, move marker along board path
idea 3 - could build a new ride - like Carcassone - pieces are ride elements - can put in specific order - get whuffie for successfully joining 2 pieces, take work to claim the territory for your ad hoc, can only have some number of spare pieces in your hand for future moves, need some other way to get whuffie, need way to take territory from others, game over when allt he pieces placed
some links and ideas about Haunted Mansion - need graphics, story elements, conflict there really are fan shrines to the ride - http://www.doombuggies.com/ is one of them Here's a video walk thru of the ride - in the story world you'd use something like that to reduce the ride time and increase thru put the Haunted Mansion wiki page - wikipedia
the carts the customers ride in are called doom buggies. there's a haunted mansion at all the parks. On the plans before park opened but it wasn't one of the original rides at disneyland. original designs based on antebellum mansions. they have graveyards - including a pet cemetary.
Ok - there are some sucky games out there - we all know it. This weekend I'm playing Mystery PI: Portrait of a Thief on the DS. I am not sure what the mystery is and I've been playing (successfully) for 3 hours. You have to find specific objects in a photo filled with objects. There are several locations to gather evidence and at each location you have to find a specific number of objects. When you find all the objects in the given part of town you get to play a mini-game (concentration, rearrange the puzzle pieces are the 2 types I"ve seen so far). And you get a screen of text that seems to be talking abou thte mystery but there's no info there to help you on the next level or that adds to the story line or even to your understanding of yourself as the private investigator.
I like puzzle games. Don't get me wrong. And repetition doesn't always bother me. I like Cooking Mama with its repetition of a set of cooking skills; I'm anxious to get the new recipes even tho I know there's no new skills to learn (ok - and is it just me but or is Mam really passive aggressive - look at the literal fire in her eyes when she tells you she'll fix your mistakes. She sounds all friendly, but her eyes show her real feelings!). But this game is bad There's no apparent logic to what objects ya have to find - they're not related to each other and since there's no bigger story clearly layed out, the objects don't seemt o be related ot the story either. There's something in the text about art so ya think maybe some art has been stolen. But you're not looking for art - you're looking for paperclips and red peppers and butterflies and birds and masks and .... . And I don't know if it's my older DS or the graphics quality in the game but the pictures are hard to see. I'm not even sure if there is a bigger purpose to the game. So it falls down in terms of story, in character development, and in variety of game play. I keep playing going - is that all there is?
I think this game will become part of an assignment next year for the game design students - fix the game. They will be developing the sequel maybe or porting it to a new platform. I am sure there is no shortage of bad games we could pick up - i will look for low meta critic scores and recommendations from the more senior students. And if you have any suggestions - please leave them in the comments section. It will just be the design - i don't think we'll be doing any of the programming tho I think we could in flash but I want them to focus on the design elements, the rules, and giving the game a purpose. So stay tuned in the fall for an update on how that assignment goes over
As an aside - this game is from Pop Cap games which has a great portal on the web and has done very cool things to monetize their games. They're a company I want to study more in our junior class on the business - they've stayed independent (I think), they have tried a variety of things to get revenue from the games. I need to find out about their relationship with developers.
Over the winter break month I tried to play a variety of new to me games. I got side tracked when I pulled out my DDR for the PS2. I'm bad at it but it is fun to play. Today I hooked up the EyeToy (a USB camera that hooks up to the PS2 and is recognized by the DDR). Turns out I am even more uncoordinated than I imagined. You have to use your feet and hands. You have to put your hands so they cover specific parts of the screen and move your feet with the arrows. I was doing ok in the setting labeled "hands OR feet". Then I moved to what is my normal level in DDR (easy peasey) and it became "hands AND feet" and I fell over - not literally but my own lack of aptitude made be laugh out loud. I'll keep trying tho.
And then I played Viva Pinata on the DS. I don't get it. I can grow carrots and daisies. But seemed weird to lure pinatas onto your land, breed them and then sell them. Ok - truthfully, maybe it wouldn't have seemed so weird if I could have successfully gotten them to breed. What do ya do with the building? Why build it and then knock it down? My sister and her husband play Viva Pinata on the 360 and they both love it. So - I think I"m just missing something. I'll watch them play and see what the big deal is.
Boardgame News has a good post this week about bhilding prototypes of boardgames. It doesn't go into game mechanics or creating ideas. Instead it looks at the importance of having lots of bits and pieces around to work with - cards, money, markers, dice. The author talks about using existing cards (playing cards, Magic the Gathering cards) and pasting new game stuff on the card front - the cards all have uniform card backs. He keeps around old games that he doesn't want to play anymore and uses the money, cards, small wooden pieces. I guess you could even use the board - just cover it with a new graphic. He even has a home laminator.
It's a timely article because the students in my critical analysis of games class (2nd semester of the freshman year of our game design major) are finishing up creating games with the Icehouyse game system pyramids. After spring break they start work on creating a board game. This article suggests stuff I need to collect for this semester and the future. I saw tons of gorgeous paper at AC Moore. They even have die cutters with premade dies that I need to look at - we could make cool specialty/themed shapes with it.
See an earlier post about our playtesting the pyramid games. I will post about playtesting the board games at the end of the semester and have some more ideas about what we should be colecting.
I have 10 groups in my Critical Analysis of Games class (26 students). Each group had to create a game using the Icehouse pyramid game system. They could add anything else they wanted - boards, cards, dice, spinners. The games had to be playable within 10-40 minutes. I didn't want any 1 minute throw the pyramid (like 56 card pick up) games.
We tested the games today with other students from class, volunteers from my Qualitative Research class, the chair of the TV-Radio department, and several of the administrative staff from the 3rd floor. It was kind of organized chaos - 10 tables with games spread out, people milling around - some playing, some taking notes and observing.
The goal of the play testing was to get feedback from people who hadn't seen the games before. We needed to know if the rules made sense and, maybe more importantly, was the game fun to play. A secondary goal was to let people in the class see other people's games - kind of set up a little competition to improve the games.
A full set of pictures is on flickr - I am not a photographer but you get the idea - lots of people, lots of tables, lots of games, small room - ha ha. - click here to see the set
I think we met the goals. Most groups had notes. A couple of groups discovered problems with their rules or winning conditions; they made some changes on the fly and adjusted their documentation.
We may test again on Monday if I can find some other people to come in, depending on the feedback I get Wednesday in class. They will turn the game in on the Friday before spring break. I also want them to put the rules and game documentation online and encourage others to play.
The students in my Critical Analysis of Games class this semester are blogging (I teach at Ithaca College and we're just starting up a new major in Game Design and Immersive Media). They have to apply the game design topics we're discussing in class to one or two games all semester. The goal is to get a really deep understanding of their game and show that they can apply the concepts in class to real world games.
They got to pick the game they wanted to analyze. Here are some of the games being studied this semester - Portal, Star Oceans 2, Psychonauts, Turok, Okami, Conkers Bad Fur Day, and Ace Attorney: Apollo Justice.
A second reason for the blogs is to help them establish a professional presence. I hopt that they will keep blogging as they go through the program. They'd love some comments on their blogs if you have time to take a look.
BIG NEWS! The game design major at Ithaca College was officially approved. It will be a BFA in the Television-Radio department of the Roy H. Park School of Communication. It's multi-discipline and multi-school. Students take classes in screenwriting, programming, art history, as well as game design. They play and make analog games as well as videogames. They study analysis of games, the videogame industry, and legal issues. It will be in the catalog probably in 2010. Unfortunately students didn't know about it when they applied for admittance for the Fall 2009 school year. I need to get to work promoting it for Fall 2010. However, students already admitted can switch to the game major.
We have a website for the major - and a blog - the blog might become the site's homepage, still playing with that.
Homepage (for the moment) - http://parkgameportal.com/ Blog - http://parkgameportal.com/wordpress
On the website, you can play games and other projects made by students in the program, see some photos, read descriptions of the classes.
If you know anyone interested in studying game design, have them drop me an email at kgregson@ithaca.edu or give me a call at 607-274-7348 and I"ll try to answer their questions.
Firaxis makes the Sid Meier's Civilization games. Friday February 6, 2009, Barry Caudill and screenwriting alumni Liam ??? visited with students at Ithaca College. They gave some good advice for students interested in working in the videogame industry.
The big message - it's tough to break into the industry. Don't give up. There are steps you can take to be more attractive to game companies.
Be willing to start small and work up. Be adaptable and versatile.
Communication is key - written, oral, with team members and managers, with publishers and consumers.
Sometimes there are designer/writers, designer/scripter; at Firaxis they have designer/programmers.
If you want to get into the industry as a designer you need some programming so you can create your own prototypes. You're better able to get across your own ideas if you can create your own prototypes.
Quality Assurance is a good starting point especially if you want to move into a position as a producer.
Companies are looking for experience which makes it tough for new grads. You can make your own game and take to the interview. It's not enough to have ideas - you have to make stuff. You can make videogames, game mods, even analog games (board/card games). Show you can implement ideas and finish stuff. There are lots of tools to use to make games - XNA Unreal engine, NeverEnding Knights engine, flash... You need to let people play your game and get feedback. So playtest early and often. Go to game jams - you work with a team to create a playable game.
The more you know the easier it is to talk to other people on the team. They use a variety of software - Visual Studio, MS Office suite, visualization tools like Visio and PowerPoint, lots of project management tools, graphic tools like Photoshop and 3D StudioMax, Python and other scripting languages, XML for game text, and software for source control.
And - to my students who wonder why I assign strange projects and make them play with boardgames about bean farming and zombie brains - - - see I don't make this stuff up. The pros give the same advice. And they'd both played Bohanza, the bean farming game - ha ha!
IImage by kgregson via Flickr bought some more game for the game design program - mostly card games because they have some interesting gameplay mechanics and rules. And remember I've said you can make a game about anything - check out these topics - zombies, sushi, sammich making, bean farming, school politics, medieval politics.... And I bought most of them locally (in Binghamton) at Jupiter Games. Here's a link to their website and to a yelp page with a map. The store has game nights on Friday that would be worth going to. They regularly attract about 30 players. They have a big collection of games open to play. And people seemed open to teaching games to newbies (for folks from Intro to Games & Society - they have Race to the Galaxy and know how to play it! And like playing it!!!)
Image from Coloretto via WikipediaHere's what I bought over break.
Wasabi (card game - make sushi by Joshua Cappel and Adam Gertzbein)
Check out this post on the Lost Garden blog - about a game prototype called Little Girl Fishing that is being developed. The developer was paid $4000 and a performance bonus.
There is a good discussion of the process, the tools (he used flash). It's interesting background reading - and inspirational.
You also find out about the prototype experiments on the Lost Garden site. If you're ever at a loss for a game idea, check out these experiments.
Image via WikipediaI bought 5 new card games for the games classes - different game play mechanisms, some interesting themes, some 2 player and some 3-5 player, some by well-known designers We got Pink Godzilla Dev Kit Frog Juice Slamwich MMM...Brains and Monkeys on the Moon
And after reading some game play reports from the big board game geek conference in Texas here are a few more games I want to buy. Amazon doesn't carry them and funagain games doesn't have a persistent shopping cart so I'm going to put the info here till I"m ready to buy some more games
Eselsrennen - you race donkeys Wasabi - a tile layiing game wher eyou're trying to build sushi Cities - a tile laying game, can be played in about 20 minutes, builds on ideas (and meeples) in Carcasonne Coloretto (tho the new game by the same designer Boss Kito is supposedly not good at all) Code 777 - a dice game Gulo Gulo - a kid's game about removing eggs froma bowl
This Child's Play charity effort organized by the folks at Penny Arcade would be a good thing for a videogame student group to work on once the major gets started. It's respected and well-known int he industry and it would just be fun.
he pointed out that the designer should take the time to come up with some interesting starting conditions, interesting pieces placement instead of leaving it all up to the player.
Made a lot of sense and it's a part of the design process that we talk about but his example drives home how the designer has to carry thru on all the decisions.
After the Introduction to Games and Society students created their podcasts, I had them complete a peer review of their teammates using a Google Form. Being able to give and receive feedback is a skill the game industry is looking for in their employees. I wanted to see how they did with the giving of feedback. I told them I would not share names , just general results. Here is my summary of the peer review results the students entered. Most of the students worked in pairs on the podcasts but some were groups of 3.
Peer Review Observation
11 people didn’t fill out the form – missed out on 10 points
Good skills people thought their teammates had
know how to use the media making software, how to edit
background/content knowledge, knew where to go for more info
work skills – doesn’t get distracted, efficiently finds the right info
creative, can improvise on camera,flexible, provides inspiration
good public speaking voice
good writer
Work Styles 7 plan ahead, 13 do assigned tasks on time, 2 do assigned tasks late and need editing
Could Do Better (both self and teammate)
start earlier, be more flexible in scheduling, use time more efficiently, be upfront about schedule
plan the project better, use a script, proof read before recording, be more organized, be proactive, better organization skills
speak up on tape
don’t try to do all by yourself, take turns better, everyone in the group should help and should talk on screen/tape
focus the topic earlier, be decisive
know more about how to edit so could help, know how to use the hardware
know more background info, know where to find more images
be assertive, communicate more/better especially at beginning