Showing posts with label defense grid. Show all posts
Showing posts with label defense grid. Show all posts

Sunday, October 11, 2009

I'm playing and working, but not thinking and writing...

I've been swamped with work lately (the kind I can't blog about) and will continue to be swamped for the next week or so. Then, hopefully, I'll come back up for air and do some more posting.


What have I been playing lately?
  • South Park (XBLA) trial version. It's a tower defense game with some co-op components. My initial experience was "meh" but I think I want to try it co-op with Liza to see whether that is where it shines.
  • Defense Grid: Awakening (XBLA). I started out quite liking the game and still do enjoy playing it. It's a little hard to pick up and play after letting it sit for a couple of weeks (unit recognition and ID is difficult at default zoom; maps are getting pretty big and unwieldy given the camera limitations). But I'm going to keep going.
  • Lucidity (XBLA) trial version. Think Braid but with time pressure right from moment one. The initial challenge ramp is just a little too steep for me to truly enjoy the game -- and this makes me worry because if the game only gets harder it will quickly become too difficult for me to play. I like the music, mood, art direction, and style of game play. I just want to be able to relax and enjoy it a bit more.
  • Need for Speed: Shift demo. It actually kind of sucked me in even though I don't get into sim racers. I should actually talk a bit about why this demo was much more compelling to me than the Forza 3 demo. I should also talk a little bit about their more "casual" control options.
  • Lots of Scramble, Wordscraper. Some Sorority Life and Cafe Wars (for Facebook).
  • de Blob. This is a pretty relaxing Wii game that I'm going to spend some more time with. Some elements of Katamari Damacy with other more Nintendo like games involving cleaning and painting.
  • Nancy Drew: Mystery of the Clue Bender Society. It's a DS game that I've been meaning to check out. I really enjoyed one of the latest ND games (a more "casual" release) but haven't enjoyed the core PC offerings and am not really enjoying the DS game.
I've been getting a lot of use from my Raptr account. I actually need to add my Wii account to it as I almost forgot about my de Blob sessions. What I'm most excited about is that now that I'm about to descend into a mostly PS3 zone with the upcoming release of Uncharted 2 and Ratchet & Clank. I'll still be able to track and share my progress with friends -- most of whom are primarily Xbox users. Thank you, Raptr.com for integrating pretty well into my existing social network flow.

What else am I looking forward to playing, thinking, and writing about?
  • The "Top 20 up and coming Facebook games". I'm curious to see what these social games have going for them.
  • Some previous games that I've worked on. I really need to get a couple of presentations together based on the learn-to-play tutorials I've co-designed. Because these games are published I can talk about what we learned, what we did, and how to turn these learnings and doings into best practices. It will also give me a chance to play around some more with video-capture tech I've been sitting on for a while.

Thursday, September 24, 2009

Adding to the game queue…

I’ve been buried in bizdev work (talking to prospective clients) and actual work (reviewing a game-in-progress for a current client) so I haven’t had much time to play many other games in the past few days.

I have been spending some time with Defense Grid and continue to enjoy it. For a spreadsheet game it’s pretty fun and I’m starting to get more and more into the “mathiness” of it all. My hope is that it teaches me to appreciate expert level play in RTS games more. I’ve always wanted to play them competitively, but I have just never had the patience to do the kinds of precise, systematic calculations that expert level play requires.

Anyhow, here are some more games to add to my queue:

This is, of course, on top of the games I listed in a previous post. And I also want to talk about my experience with Raptr – a social networking application that has some serious potential.

And on top of that, I’ve pre-ordered the next Ratchet & Clank and Uncharted.

Hello holiday season!

Monday, September 21, 2009

XBLA demos: ‘Splosion Man, Defense Grid

Fast and frenetic with almost no hint prompts vs. slow and dialog heavy campaign tutorial. I’m talking about ‘Splosion Man and Defense Grid: The Awakening, respectively.

Skip to the end: I liked both games and am agonizing over whether to purchase one or both. This is becoming more and more of a problem with the standard XBLA pricing model. I have no doubt that both of these games is worth the full $10, but there are simply too many games at that price point to for me to buy them all. It ends up putting me into a kind of purchase decision paralysis where I end up spending less overall than I think I would at lower price points because I can’t decide which one to buy.

Back to the trial versions:

Splosion Man played like its namesake. It started with a bang and was a wild ride. No boring tutorials at all – in fact, not a single billboard or prompt for the first several minutes of play. Courageous, indeed. And the payoff was very satisfying. I did get stuck once in a place where either some better visuals/level design OR a billboard hint would have eased me through it much more gracefully. Basically the suspended explosive barrel didn’t look like something I could interact with.

The game did have a billboard hint system in a couple of places – and they were completely optional. The billboards only popped up if you stood beside the “?” icon for a few seconds. This is a great idea for a game with straightforward controls. As you layer on game play concepts through puzzle elements, occasionally you need to gate advancement in order to ensure the player learns a particularly core mechanic correctly. At these gates you simply include these optional billboard hints that the player can refer to if necessary.

Defense Grid was a little more slow and plodding. The tutorial contained boring exposition on basic controls like scrolling the camera and building units (left stick, A button). I can see how this kind of tutorial evolves: You want the game to be accessible and approachable to any player, and this means teaching the player every little detail.

The problem is that this is boring for the more advanced player (or, I’d argue, the typical player who downloads an action strategy game on XBLA or Steam).

The question then becomes: How do you trade off potentially annoying a certain portion of gamers who just want to start mashing around and playing with potentially alienating a certain portion of gamers who might feel lost without an introduction to the basic control scheme (including how to use left stick and A button).

The answer, I’d like to think, is to have player-guided learning. This is something I try to accomplish in all of the tutorials (or, “learn as you play” modules) I work on. I’m not always successful. Sometimes lack of time or budget means that you need to make hard choices about how you introduce players to the game. Sometimes you just don’t know enough about how players expect to play the game – and where they succeed and fail while they struggle to learn the game without prompting.

The player-guided experiences I’m most proud of are a result of:

  • The team prioritizing the initial experience – and believing that while it should definitely NOT leave players behind, it also should NOT be boring.
  • The team committing to watching players succeed and fail at the game in order to learn what needs to be taught, what needs to be “untaught”, and what players already know. Most importantly, the team needs to be committed to breaking down concepts that initially require “teach by saying” into fun and interactive “learn by doing” modules.
  • The team iterating on that first few minutes of game play, bullet proofing it, and polishing it until it reaches a high sheen. This includes iteration in the usability lab with players who are very familiar with this kind of game (to ensure they’re not bored) and with players who are less familiar with this kind of game (to ensure that the pace of learning is appropriate and engaging and to ensure that they don’t get stuck).

In the end, I ended up purchasing Defense Grid and I’m having quite a bit of fun with it. Yes, the tutorial was a little painful. And yes, I do find it a little tiresome to listen to my AI co-pilot from time-to-time as he tries to provide helpful hints. But as a real time strategy game, it’s got some fun puzzles for me to solve and I look forward to diving in deeper.

My biggest fear about both games: That they’re calibrated for much more hard core gamers than myself and that I’ll be blocked at some point before I can get through all the content.

I’m already starting to realize that I need to start “working the spreadsheet” more precisely with Defense Grid, to the extent that I’m turning on hit point UI elements and doing balance matrix passes of units vs. towers. What I’m most curious about is whether I’ll continue to find this research intriguing and compelling or whether I’ll eventually back off, looking for a more visceral experience.