Archive for July, 2010

Shoot the Critic – Design by Critical Averages

Friday, July 23rd, 2010

Design a game, and you are bound to find plenty who don’t like it. They might hate the art style, or the gameplay mechanics, the story or the cutscenes. Now you can take your game and respond proactively to criticism by adjusting the design. Little by little it will transform into a bland average of the favourite games of your critics. To improve game design you can’t just clip back all the bits the critics hate – no, you have to carefully prune and nurture them into something worthwhile.

Shoot The Critic

I’ve been working on mission design this week, starting with the simplest of mission types: Goto, Fetch and Kill. If you listened to the critics bashing these simple missions in RPGs and MMOs you would think that players hate them with a passion and yet they provide the basis for generation after generation of game. There is certainly a strong critical emphasis on boring, pointless and repetitious quests that are necessary to advance. But what would these games be like without mirco-quests to encourage the player to roam, fight and explore? Well, probably a grind-fest on random encounters between boss battles. But the situation is not much improved if questing itself becomes a grind activity.

However as the care taken over these quests increases, when they become integrated into the larger gameworld, more complex in length and twists, and most importantly of all if they offer choices of how to achieve or even rebel against the quest goals – then they they can become an enriching part of the game rather than a cynical length booster.

Another alternative is to clearly mark the micro-quests as optional activities, and let the player choose to use them as an opportunity to advance. For example in role-play Sim games you often have to choose what activity your avatar takes each day, and the choice will result in a fairly predictable outcome of money or stats improvements. The choices are the same each day, and it becomes more of a meta-strategic game choosing a good mix of activities than a test of how well you perform each task.

In Spice Road, there are three kinds of mission. The first is a veiled hints system – so if you are bewilldered by the scale and opportunities available in the sandbox, the hint mission will find you a suitable trade route, or exploration area – nothing you couldn’t have done on your own, but adding structure for those who need it. The second covers reactive and progressive missions to protect and advance your companies towns and trade routes. For example, if a bandit camp is reducing the safety of one of your caravan routes a mission is generated after a caravan is lost urging you to seek and destroy the bandits. Or if your building requires a skilled workman to progress a mission might spawn to help you find one. Lastly there are tactical missions to progress the causes of the nations and guilds. These are more complex nested missions trees that offer useful rewards in the way of new units, skills and access to new parts of the map – however you must pick your allegences carefully as many missions are at the expense of other factions.

Fortunately as a true sandbox, you are not tied to any set of missions and can achieve the same results through your own cunning, persistence and might. The missions are there to compliment the gameplay.

Vera Blanc – Review

Saturday, July 17th, 2010

Vera Blanc is a gripping new angle on the Visual Novel genre. With a careless shrug the usual manga art is dropped for a classic gritty detective comic style, and the theme of the game is Film Noir, Murder, Occult and Corruption. This game sinks it’s claws in early and keeps you hooked till the end – then you’ll probably want to replay it to try all the choices you missed the first time.

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Noir Crimefighting Duo

Noir Crimefighting Duo

Choose your own Adventure

Choose your own Adventure

Seamless Minigames

Seamless Minigames

Non-linear Storyline

Non-linear Storyline

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The story is always surprising, and I felt that I was consistently making real choices that significantly effected the outcome of my adventure – this was proved by all kinds of new scenes I saw only on my second playthrough.

As well as the cool art, the fun and mysterious story, and the interesting choices – you also can solve puzzles in the form of minigames to get more clues for your investigation. My initial reaction was *sigh-minigames…* but I was amazed how appropriate the games were to their context in the situation. For example in one game Vera is trying to work out what someone is thinking – and the minigame translates this into a letter guessing game to complete a phrase – so you really do have to think about what might be on their mind to win the minigame.

Overall I would recommend this to everyone who want to lose themselves in an exciting detective mystery for a few days. I can’t wait for the next installment in the Vera Blanc series!

Try the Vera Blanc Demo today!

Revenge of the Titans

Friday, July 16th, 2010

Construct and command your ground defences in a series of increasingly massive battles across the solar system, in this frenetic arcade mash-up of Real Time Strategy and Tower Defence!

Take a visit to R&D to discover the latest technology, then build a network of blaster turrets, rocket launchers and laser cannon, explosives, barricades and shield generators, refineries and reactors, and send forth your own droid army to battle the invading alien forces!

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Now the invasion has landed!

Now the invasion has landed!

Defeat the returning Titan horde

Defeat the returning Titan horde

Epic ground battles

Epic ground battles

Command the counterstrike

Command the counterstrike

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Don’t be fooled by the super slick retro graphics, this is a deep RTS with an amazing amount of gameplay and strategy carefully built up over several generations in the same series. I’m also impressed by the difficulty curve – steep and challenging but also accomodating to slower players through a built in auto-adjustment system. It always feels challenging but beatable on you next go – the perfect addictive balance.

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Gratuitous Space Battles

Friday, July 16th, 2010

GSB is the ultimate space strategy game from UK indie developer Positech Games. It’s a strategy / management / simulation game that does away with all the base building and delays and gets straight to the meat and potatoes of science-fiction games : The big space battles fought by huge spaceships with tons of laser beams and things going ‘zap!’, ‘ka-boom!’ and ‘ka-pow!’. In GSB you put your ships together from modular components, arrange them into fleets, give your ships orders of engagement and then hope they emerge victorious from battle (or at least blow to bits in aesthetically pleasing ways). Try the Demo out here!

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Massive Battles

Massive Battles

Customise Fleets

Customise Fleets

Upgrade to Perfection

Upgrade to Perfection

Conquer the Galaxy

Conquer the Galaxy

Gratuitous Space Battles aims to bring the over-the-top explodiness back into space strategy games. The game is for everyone who has watched big space armadas battle it out on TV and thought to themselves ‘I could have done a much better job as admiral’. This is not a game of real-time arcade twitch reflexes. GSB is about what ships you design, and what you tell them to do. Your individual ship commanders have total autonomy during the chaotic battle that unfolds. This is not a tactical game, it is a strategic one. These gratuitous space battles are not won by plucky heroes with perfect teeth, but by the geeky starship builders who know exactly what ratio of plasma-cannons to engines each ship in the fleet will need.

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Jolly Rover

Friday, July 16th, 2010

Jolly Rover is a charming homage to the good old days of Monkey Island. This Point and Click adventure on the high seas is an Indie game developed by Brawsome, a sparkling new Australian studio. Decent adventure games are quite a rare find these days with the big players forgetting the fun in their scrambling towards 3D content. This one is definitely worth a play, try the Demo here.

Dialog in Adventure Game

Dialog in Adventure Game

Investigate Pirate Towns

Investigate Pirate Towns

Exploring Desert Islands

Exploring Desert Islands

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Story
It be the golden age of pirates! Dogs of the sea! Quite literally.

Our swashbuckling sausage-dog star is Gaius James Rover, son of the famous clown Jolly Rover, who died from a blow to the groin from an improperly loaded joke cannon.

Following the tragically comedic death of his father, young Gaius, who insists on using his middle name James, goes to live with his uncle, a wealthy plantation owner on a small Caribbean island. While practising a particularly tricky juggling move, he accidentally taints a barrel of rum with tobacco, creating a potent and addictive brew which he coins ‘Jolly Rover’, one of the most prized substances in the Caribbean.

Alas, the wealth of Jolly Rover sales only manages to fill the pockets of his uncle, and Gaius longs for action and adventure and, more importantly, the opportunity to start his own circus and follow in the footsteps of his father.

It is not long before the fumbled juggling ball of opportunity raps Gaius smartly on the head yet again. While his uncle is away, a large contract for Jolly Rover arrives from Guy DeSilver, Governor of the notorious Groggy Island, with payment upfront!

In a blinding flurry of optimism, Gaius pools his meagre savings with this advance and charters a ship and crew to take him to Groggy Island. Along the way he meets a colourful band of seafaring cutthroats, scallywags and rogues otherwise known as pirates.

It is here we begin to follow the short and stubby tail of Gaius across three wild and untamed tropical islands, as he attempts to fulfil his dream of starting a circus, hampered only by pirates, villains, voodoo, love and considerable lack of loot.

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Features

  • Over 60 beautifully rendered scenes to explore
  • 25 colourful, fully animated and voiced characters
  • Traditional point and click adventure with simple one-click interface
  • Organic and fully integrated hint and task tracking system
  • Unlockable extras include Captain Bio’s, concept art, music tracks and directors commentary

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Desert Trading Simulation Game

Saturday, July 3rd, 2010

Spice Road features trading as a game mechanic. The desert wilderness is surrounded by fertile and industrious nations who want to share their varied goods with each other. You can make money by trading goods from producing nations where the price is low to consuming nations where the prices are higher. You can also trade in-between making the most of local price gradients and fluctuations in the desert and mountain outposts.

As well as goods like silk and spice, you can also take people into your caravan – pilgrims, travellers and slaves all can make goods returns for safe passage.

Once you have picked a profitable item to trade you should examine your route carefully. If the destination is a long way away it is a good idea to find a oasis or tradepost along the way to restock on water and supplies. Your party design depends on your route – a long desert travel will benefit from hardy camels, while  a run through northern foothills would need some soldiers in your caravan to ward off bandits. The further you have to travel, and the more support people are in the caravan the more supplies you will need to take – reducing your capacity for profitable goods.

Finally you can stock up on the goods themselves – and hopefully a few months later… Profit! Unfortunately there are many dangers on your way so you better look sharp and think fast to adapt to whatever circumstances are thrown at you.

Once you have become a skilled trader you can train others to run caravans between Trade Houses you build in different towns. This also has the effect of improving your relationships with the towns and expanding your network of information. Complete networks of trade routes from production to the final consumer are a fine accomplishment that earn you respect and great wealth.

On the shady side of trading – some goods are frowned upon by respectable authorities. If you want to sneak opium or weapons through a controlled land you will have to be fast and inconspicuous. A small mounted party is fastest, but avoiding guard posts will lead you into hostile bandit lands.

Trading in desert lands with bandits and caravans has never been so much fun.