Showing posts with label crayon physics deluxe. Show all posts
Showing posts with label crayon physics deluxe. Show all posts

Thursday, September 17, 2009

ScribbleNauts & “Learn as you play”

So, I picked up ScribbleNauts based on the hype surrounding it. I don’t often do this, but sometimes I just give in to the prevailing winds.

I hadn’t heard much about it – or seen any game play footage. I had imagined it to be some sort of DS version of Crayon Physics. But then I heard about it’s 20k+ list of supported words and I thought that maybe it was an anagram game like Scrabble.

Turns out that I was wrong on both counts.

ScribbleNauts is basically Impossible Machine or Armadillo Run except that instead of having a UI that shows you all the possible tools you can use, you need to guess which tools are available by typing in words and hoping that they are supported.

It’s kind of like Family Feud in some ways. You make a guess that “fire hose” is a piece of equipment a fireman might hold, and if a panel of American households agrees with you, a fire hose appears in the game world.

This made me think back further to some of the social psychology research that I did way back when. I was specifically examining naively held prototypes for things like “burglary”. You’d get a group of people to fill out a survey about all the things they associated with the word “burglary” (e.g., occurs at night, at someone’s house, involves a male thief, dark clothes) and what you’d find is that there were common exemplars listed by most people ("it happens at night”) followed by a medium-long tail of exemplars only listed by a few people (“my buddy Fred got busted for burglary last week”).

What we found was that when people read a fact pattern surrounding a criminal trial, they were more likely to think a defendant was guilty when the facts matched their prototype of the crime then when the facts were less prototypical (but still met the legal definition of the crime).

Apologies for the long digression… I mostly thought of this when trying to figure out the most logical way to come up with a method of building a dictionary that could be balanced for difficulty as part of a word guessing game.

Anyhow, back to ScribbleNauts.

As an initial experience, I was a little underwhelmed. I’m just now starting to get into the core game play, which I do find enjoyable. But the road to getting there wasn’t as smooth and polished as it could have been:

  • Too much frontloading of concepts. Concepts should be spaced out so that they can be learned, practiced, and mastered as part of the normal game play progression. Forcing me to learn about both core game mechanics (moving, selecting, scribbling, inspecting) and metagame concepts (puzzle vs. action modes, the “ollar” based economy) in the first 5 or so minutes of the game risks me forgetting or mislearning core concepts.
  • Somewhat related is the “too many concepts at once” problem. One particular tutorial module had me learn about “trashcan”, “budget”, and “ollars” in rapid succession. Moreover, this section was NOT interactive so I was not getting reinforcement through game play.
  • Billboard hints were too verbose and constantly interrupted the flow of the game. Particularly egregious was the example with the hammer and the wooden wall. I had just learned about picking up objects and if the wall had been made to look a little more fragile (a little dented, some loose boards, maybe some unsturdy wiggling) then the game could have just let me learn by exploring. If a player fails to proceed after a certain time then non-modal, specific, context sensitive hints could be provided. Instead, the visceral feel of smashing something was replaced with boring reading – reading that seemed insulting to me because it was obvious that the hammer was their to smash the door.
  • I failed to fly the plane correctly several times which caused me to fail ungracefully and have to restart the tutorial module. It’s unclear why the first time a new movement mechanic was introduced that it had such a difficult to complete task associated with it. Flight should have been fun, but it ended up being frustrating.

I think it’s instructive to compare this initial experience and philosophy about what tutorials should be with another recent DS game I played: Mario vs. Donkey Kong: Minis March Again. I found the first hour of game play delightful mainly because they allowed me to learn by playing – and included tutorials only as optional help hint sequences if the player felt a need to look at them.

Of course, to achieve that apparently effortless “learn as you play” experience requires a lot of attention and polish to the experience. MMA could have taken the same approach, but designed early puzzles that were confusing for first time users and left them lost and frustrated.

In my experience, what it comes down to, is really understanding deeply how the first time player sees, experiences, and interacts with your world WITHOUT much prompting. Hint text can always be added as a stop-gap, but the more elegant solution is to polish self-contained learning modules in which play concepts and mechanics are introduced via game play scenarios and not tutorial text.

  • Don’t tell me to that I need to pick up an item. Leave me in a room with an item and let me figure out how to pick it up on my own.
  • Don’t tell me to throw the object at something. Give me a conspicuous target that I want to bean with a dart/ball/axe.
  • Don’t congratulate me with long text billboards for doing something obvious. Have the conspicuous target (a rickety chest) explode into sparkly gold pieces when I throw a ball at it.

Then focus on how to turn situational cues into hints that propel the player through the experience.

A separate, but related, issue worth considering is how complex actions are usually just made up of simpler constituent actions. If you’re finding that first time players struggle to figure out how to throw a ball at a target when they’re just dropped into the game, break down the requirements into smaller pieces that can be taught and practiced beforehand.

  • Act 1: Avatar stands on left side. Cool slide that leads off screen is on the right side. Player taps stylus on right side of screen, avatar moves over, leaps on slide, slides to next Act. Player fails to tap, the slide pulses and a stylus “touch me” icon appears near the slide.
  • Act 2: Avatar is on the left side facing a raised platform on the right. Player cannot climb up to the raised platform on his own. A large box is suspended in the air. The box pulses (stylus icon). Player selects box and the ground near the raised platform glows green in a box outline. Player plunks box down – and it looks like the distance between ground, top of box, and platform are easily climbable. Player taps the platform. The avatar hops up on the box, then the platform. A new slide appears and he slides to the next level.
  • Act 3: Avatar is on the left side facing a workbench with a small hammer on it. There is a rickety door blocking access to another slide on the right. Player taps the hammer and places it on his avatar (avatar glows green; avatar’s hand reaches out to grab and hold object). And so on…

The idea is that you need to break down higher order actions into its constituent parts. Then you need to figure out how to design content, levels, and UI to support the learning of these higher order actions through discovery, practice, and mastery – all reinforced by enjoyable successes.

Punishment for failure is permitted (and often required) but failure must be GRACEFUL. By this I mean that the penalty should not be unduly harsh (don’t make the player feel bad; don’t make them go through a painful reload process) and the player should receive clear and actionable feedback so that he/she can try something different next time.

Wow. I didn’t expect such a freeform and unruly digression. It’s clear I’ve been away from the blog for far too long.

I’ll post more about ScribbleNauts as I move through the game. I’m also looking forward to a bunch more indie games that I’ve come across lately:

Saturday, April 18, 2009

Some fun with Tag: The Power of Paint (student game)

I found Tag: The Power of Paint while trolling for student games. It is representative of many of the polished, enjoyable games coming from student game developers these days. As a 3-d puzzler, I enjoyed playing the game for about an hour or so and have a few comments about what I liked and some of the things I'd love to see improved.


As far as setting and theme go, I loved it. It has the parkour feel of Mirror's Edge both in terms of art direction (desaturated world highlighted by colorful points of interest) and level design (dashing around rooftops, making impossible jumps). It also uses conventions from great games like Portal and Braid by having text/story/icons/graffiti be both "in world" (as advertising signs and graffiti messages) and helpful to mission progression (the slogans are actually helpful hints).

The very initial experience (first few minutes) were really nice in that you were dropped in the world and left to explore in safety. Initial hint billboards were non-modal and stayed onscreen, but unobtrusively so, until you had learned the basics (how to move, look, and step in paint).

The mid initial experience (next 15 or so minutes) were a little more uneven -- I'll detail some of my complaints below. But the "core game" (which I consider to be the level just before the first subway train) was quite enjoyable. The world became an interesting street puzzle that I needed to solve using my brain and my spray paint cans.

My main complaints are mostly about reducing the cost of failure when learning a new trick and a couple of camera/controls issues.
  • The camera felt too low to the ground (about knee level). This actually made me feel queasy -- which never happens to me in FPS games (well, maybe a bit in Halflife when I peer over a cliff edge). This felt extra disorienting to me before I picked up the paint gun (there was no onscreen representation of my character -- not even a bare hand).
  • Some of the initial puzzles may have been too challenging for people not as familiar with FPS controls or who have not played many 3d platformers before. I'm thinking specifically about the wall jump puzzles (which also require figuring out how to time the W and D button presses to use your inertial force).
  • The blue paint ("Stick") was initially very disorienting because I ran into the fire hydrant and got stuck to it. This led to my character to being flipped on his back, which totally confused me. The "ground point" arrow might help a bit in terms of orienting me to where the ground (and thus gravitational pull) is, but there might be better environmental cues to use than this like lighting, decals, dust particles, etc. Finally, I wonder if there needs to be some sort of sound/visual cue and FX when I switch to "Stick" mode. If I were playing on a console with a vibrational controller, I would expect a bit of rumble and maybe some camera movement as well.
  • There probably needed to be one or two additional checkpoints (or some level redesign) near the first vertical wall and first lateral wall ricochet puzzles. I, personally, needed to retry these puzzles several times to get them right which meant I needed to replay a big chunk of the level each time I failed.
  • More of a polish thing: Hitting the "Full Screen" button from the main menu was very disorienting. Without warning my screen blinked and fluttered for several long seconds. Then the game appeared in windowed mode, but I was unable to mouse outside the window so I could not reposition it in order to quickly move between my notepad and the app. I know it's a tough call whether to lock the mouse pointer inside the window (to prevent errant mouse movements from deselecting the game) or allow the user to click outside the game window, but I expect my windows to behave like windows -- and this means I can mouse and click outside of them (and move them around).
Perhaps the most important missing element, to me, was a sense of story and how my character fit into this world. When I think of two relevant competitors (Braid and Portal), both of them have set the expectation that even simple puzzler/platformers should have some sort of story line that pulls me in. What is my motivation? Do I have a crew that I'm trying to impress? I enjoy the flow and puzzle solving, but I really expect more depth from a game like this. Maybe I shouldn't, but I do.

I was also left to wonder whether there were any plans for social play (coop or competitive). It seems like this would be a logical direction to take this game.

Finally, I realize that this was a student project and that they may have just run out of time/energy, but it seems like there should be some support for a community of level creators. I have to believe that games like Armadillo Run and Crayon Physics succeed in many ways because they facilitate user generated content creation and distribution.


Sunday, January 11, 2009

New Year: Need new updates...

I'm sitting in between two vacations (one in Kamloops, BC; one in Maui, HI). I haven't made enough time to blog lately, but I have been gaming.


Here are some of the games I've been playing that I really need to write about soon:
  • Fallout 3
  • Bejeweled Blitz
  • World of Goo (PC demo)
  • Crayon Physics Deluxe (PC demo)
  • Meteos (DS)
I've also been listening to groups of friends as they play Pandemic -- an immensely popular co-op board game.

And, of course, there are several "best of" lists that I've been paying attention to: