PENS RUN FOR THE CUP

I’ve been busy working on Content Packs for the Torque Game Engines…and since I haven’t had much time to post anything here because of this fact, I decided to post about another passion of mine…HOCKEY!! I threw this together in Photoshop by taking a couple of the official Penguins wallpapers, an image of the Stanley Cup, and a little doctoring. It will be updated after every win in this ‘race to 16′ (The first team to win 16 games wins the Stanley Cup, and this is accomplished by essentially winning four ‘race to 4’s). Click on the image to get the full-sized version (2742×1200).

The 13 Basic Principles of Gameplay Design

by Matt Allmer

Gameplay design is chaotic and full of frustrations and contradictions. More often than not, the request is to come up with something guaranteed to be successful. This condition steers solutions towards the established — which means solutions that have been done before.

But in the same breath, the product must separate itself from the competition or stand out in some way. This immediately pulls the designer in conflicting directions.

Then, whatever the solution, it must fit within the confines of the project’s resources. Not to mention scheduling pressure and strategy changes coming from executive positions.

Hup hup! No time for analyzing the previous paragraph! We’ve got a title to ship! Never mind your lack of proper tools! Quit your sniveling! Don’t you know?

Game design is like sailing a ship while still building the hull! Jump out of a plane while still sewing your parachute and you’ll get a good sense of pace in this business. The horse is never put before the cart. We race them side-by-side to see which one wins!

With so much urgency, conflict and uncertainty, there must be an anchor somewhere. Call me boring, but I’m a fan of preparation and established fundamentals. They give me a better understanding of which rules I can break, and which rules I should think twice about.

I took a traditional animation class in college and on the first day, the professor handed out the “12 Principles of Animation”, introduced by Frank Thomas & Ollie Johnston. If you’re not familiar with these two, they were part of the Nine Old Men: The legendary Disney animation crew responsible for the studio’s timeless classics, such as, Snow White, 101 Dalmatians, Bambi, Sleeping Beauty, and others.

At first, these 12 principles were difficult to fully grasp. However, by the end of the semester, I noticed the more principles I applied to my work, the better the animation. Remembering that experience, I think to myself, “By George! Game design should have something similar!”

So, George and I scoured the Internet. Unfortunately, I was disappointed after finding so many disjointed theories, strategies, approaches and creeds. There was a lot of broad subject matter like theories on fun, rewarding players’ choices, controlling thought activity, mental multi-tasking… and calls to “simplify” (whatever that means. I’m a designer for crying out loud).

I also found principles so apparent, Captain Obvious would roll his eyes: “know your audience”, “don’t break the player’s trust”, “give players choice”, “know thyself”, “one mechanic in the engine is two in the bush”. Alright, the last two were made up, but nothing I found really did it for me.

I was perplexed. None of what I found would help a designer on a day-to-day basis. So George, Captain Obvious and I have decided to throw our proverbial hat into the muddled picture. (And quick! For god’s sake, before I collect any more metaphorical personalities!)

The 12 Basic Principles of Animation was my starting point. I took the commonalities and added to them based on what I’ve identified as the different compartments of gameplay design. You’ll notice some are described similarly and some even have the same name, but all apply to gameplay.

The purpose of these principles is to cover all your bases before presenting your designs. You might have a principle fully covered in the beginning, but these principles may spark a thought later when circumstances present a new opportunity. Think of this as a reference sheet. And now, without further ado…

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The New Old Wave of PC Games

By Chris Remo

Opinion: The New Old Wave of PC Games [With claims of the decline of the PC gaming, commentators seem to lose sight of the platform's historic strengths and its place in the world -- Gamasutra's Chris Remo looks at companies like Valve and Stardock to define 'the new old wave' of PC gaming.]

Amidst the neverending talk about how the PC is changing or declining as a market for hardcore games, outside of perennial chart-crusher World of Warcraft, commentators seem to lose sight of the historic strengths of the platform and its place in the gaming world.

Meanwhile, studios like Valve and Stardock — successful, independent companies comprised of staffers whose memories seem to go back a little further — understand some key principles that have always defined the PC platform in a positive way.

These include ongoing, direct contact with their audience; agility and responsiveness in development and support; and smaller teams that can afford to take interesting design risks and thus foster a loyal niche (not to mention thrive on sales that are less than astronomical).
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Video games expected to evolve in 2009

By DERRIK J. LANG
AP Entertainment Writer

LOS ANGELES (AP) - Don’t hit that pause button just yet. Despite the tanking economy and an increasing number of video game-industry layoffs, many believe 2009 will be a year of evolution for games. The combination of innovative new titles, long-awaited franchise follow-ups and desire for escapism could spawn a gaming renaissance.

“While game makers providing traditional retail product will continue to concentrate on high-profile sequels and licensed properties in an effort to mitigate risk, many of the field’s most exciting developments will actually be happening outside of your local GameStop,” said DigitalTrends.com publisher Scott Steinberg.

By focusing on surefire $60 sequels that are appearing on next-generation consoles for the first time _ like “Resident Evil 5,” “Street Fighter IV” and “God of War III” _ gaming publishers are expected to avoid economic pitfalls while independent developers are poised to provide cheaper, quicker and quirkier alternatives, such as $20-or-less downloadable games like “Flower” for the PlayStation 3 or “Darwinia Plus” for the Xbox 360.

“Why pay $60 for a game you don’t have time to play anyway when dozens of bite-sized, instantly intuitive and schedule friendly alternatives are available for $5 to $15 right from your couch?” muses Steinberg.
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Game Law: So, What’s the Dealio?

Anything involving the business side of game development interests me. I like to be well informed of the inner workings of the industry. That’s why when veteran lawyer Buscaglia discusses how developers should work with publishers on a contract - urging active, intelligent negotiation at all times - I take notes. I want to grow my studio… not have a bad deal with a publisher suffocate it out of existance. Here is Buscaglia’s full article regarding publisher / developer deals and how developers should “deal” with them:

The proper negotiation of a contract is a process that is too often ignored by developers, especially those eager to get a deal. I suspect that part of the reason for this is that the stereotypical game maker neither likes nor enjoys the process.

The harsh reality is that many, if not most, publishers are so used to developers being passive about the negotiation process that they have become arrogant and unwilling to actually engage in a meaningful negotiation dialog with developers.

Instead, they too often become rigid and inflexible when it comes to their contract negotiations. And I suppose this attitude comes in part from, among others, the following factors:

  • An overwhelming financial advantage held by publishers in the relationship
  • Publisher risk aversion
  • The perception, at least, that there are more developers than deals
  • A failure by developers to have or communicate a long term vision for their studio
  • A lack of appreciation of the “process” of contract negotiation
  • Developer fear, rather than appreciation, of being exploited

These factors are certainly not present in every deal dynamic, nor do they apply to every publisher or developer.

Moreover, with the vast array of innovative approaches to succeeding in the industry, even the traditional developer-publisher model is hardly a standard for the way we do business.

However, there may be some value to just accepting the stereotyping for the moment and proceeding with the discussion to see where it takes us and what we can learn in the process… so, shall we proceed?

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