I think I broke something. Checking to see if it is fixed.
Thursday, March 5, 2009
Mind the gap... Nothing to see here (housekeeping)
Just doing some tweaking to the backend -- mostly making sure that my feed can get "autoslurped" into various feed aggregators.
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Jason Schklar
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3:18 PM
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Wednesday, March 4, 2009
Gaming on Virgin America: In flight games
So, I've been telling everyone I know lately about how much I love Virgin America. Great prices, connects me to the places I want to go, and a kind of cool/club-like atmosphere in their terminals and planes.
- At least they're thinking "games". Kudos on understanding that games are one of many sources of digital entertainment that people enjoy in addition to music, books, movies, tv, etc.
- They had a modified version of the original Doom. Interestingly, I never completed the original (but beat Doom 2 several times). Aside for some quirks I detail below, it was pretty enjoyable and reminded me of what a great game it was.
- Not game related, but they had a "mature comedy" channel that played some vintage Eddie Murphy. I say "goonie goo-goo" to you, too.
- Kudos to VA for providing mature content. I hope they did it intentionally and are prepared for the eventual flak from "concerned parents" who witness other people playing Doom or listening to the potty mouth of Eddie Murphy. Maybe I should have just kept my mouth shut?
- The game pad doesn't have predictable functionality when driving the main user interface. For instance: dpad does not appear to control the mouse pointer; "a button" is not always select; "b button" is not always back, "start" and "select" buttons yield unpredictable actions; the keys on the key pad sometimes have functions and sometimes not; there is no consistency amongst games ("q" exited without warning in one game; did nothing in another).
- You can't listen to streaming music during game play. Whoops! I have to believe that this would be a much requested feature given the lack of music/audio in most of the available games.
- They are alpha/beta versions of relatively hard core games. One of the games actually had the work "unix" in the title. Hard core. This means that they are not very accessible, are not paced in ways that encourage casual game play, and seem outdated and unpolished. Yes, they are "free", but there is GREAT free content out there. Use that instead.
- To take this one step further: There are tons of student and indie game developers who would love to provide content to VA. If they had a contest they could get hundreds of entries to choose from (and a ton of love from gamers and free publicity). Moreover, VA could set guidelines in terms of controls standards, quality, accessibility, etc.
- The absence of social features is stunning. I can send text messages with my neighbors, why can't I play games with neighbors? See leaderboards (real time and historical)? Imagine if while I'm playing the anagram game I got to see the scores of other passengers bubble up on a leaderboard. Cool.
- No keypad support (holding your arm up for 5 minutes is tiring).
- Not balanced or paced in a way that made it exciting (cf. games like Word Twist for ways to do this properly).
- The dictionary was non-standard and confusing. OSPD, please :)
- The top right menu options were clustered too tightly together. This led to me quitting the game by mistake instead of taking a new turn a couple of times.
- Related to the above: It's probably easier (and it's certainly a better flow) to present an obvious "Continue" option once the player has completed a turn.
- Ideally the player would get feedback on how well s/he did as well (either a grade, or a ranking based on leaderboards).
- First, make sure it's obvious to the player that this is a touch screen game. I assumed I needed to play it via the game pad and didn't realize that it was optimized for touch screen play until we landed and I saw someone else playing via touch screen. Detect for game pad usage and prompt the player to use touch instead.
- Dpad select mode is jacked. You can only move the picker reticle left or right. Not up or down. This makes selecting tiles incredibly inefficient.
- Need to select a tile using the "enter" key pad. This functionality should also be on the "A" button.
- There is no sound effect feedback to confirm tile select, valid match, and invalid match.
- I quit by mistake by pressing the "q" key (while I was trying to figure out what theup/down control was).
- Left and right on dpad made sense (move my "guy" left and right), but why was "grab gem" put on down and "launch gem" put on up? It would have made much more sense to either have them both on "A" button (if you only allow players to grab one gem before launching it) or "A" to grab and "X" to launch (if you allow players to pick up multiple gems).
- The basic "valid match" mechanic was hard to deduce. It seemed like only vertical matches were valid (and not horizontal matches). But when you made a vertical match it also "popped" all similar gems that were touching (horizontal and vertical).
- It was impossible to tell which column you were grabbing from/launching to. This is because there was no aiming reticle and there were far too many columns. Inevitably I grabbed the wrong gem or launched gems to the wrong column. Reducing the number of columns (see balance/progression comments below) and providing a target reticle would have helped a bunch.
- There was no balance/progression curve. The game started in fairly hard core mode -- wide screen of columns, failure on one level = game over, there was no sense of progression in terms of when new objects and powerups would appear, there was no feedback on when a level was completed. Ideally the game would start with many fewer columns and would layer on new objects and powerups as the player progressed. There should be "lives" so that players can progress after setbacks and ideally difficulty levels so that expert players could jump ahead to more difficult boards.
- Need better key bindings (controller mappings) by default. Once I properly mapped weapons select to the QWERTY at the top of the keypad, things went much smoother.
- Sound FX seemed to be missing for some pickups.
- Need a checkpoint system. Yes, the original was a PC game where players were expected to quick save and reload all the time. But most people don't really play games this way anymore and you shouldn't be required to replay a whole level if you die just before completing it.
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Jason Schklar
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5:05 PM
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Tags: doom, eddie murphy, Facebook, gem drop x, mahjong, scramble, virgin america, word twist, wordscraper
What I've been up to (includes some shameless self-promotion)
So, I've been out of town -- but not away from games -- for a few days. I can't talk about a lot of the work I'm doing while it's in progress, but I figure I'll post some of these kind of "What I've been up to" posts every once in a while.
- Ninja Blade is shipping soon! Here's a preview video done by the folks at G4TV: http://g4tv.com/xplay/previews/36987/X-Play-Preview-Ninja-Blade.html. I did some design, production, and user experience consulting on this title on behalf of Microsoft Global Publishing Partners. Mostly I focused on core combat and initial experience (the first 2 hours of game play). Takeuchi-San is a genius and FROM Software was a great developer/publisher partner. I hope to work on more of their titles in the future.
- I met with other panelists on the "Funology" talk we're giving at South by Southwest in a couple of weeks: http://sxsw.com/interactive/talks/schedule?action=show&id=IAP0900867. Interesting group of folks -- come by and check it out if you're at the conference on Fri March 13 (5PM).
- I also spent some time networking with various game and film industry folks. As much as I could never see *living* in L.A., there is a lot of energy and it is infectious. I came back refreshed, energized, and ready to push forward on several projects.
- I'm becoming a HUGE fan of VirginAmerica as an airline to fly on. In addition to great fares and a cool club-like feel to the plane, they also provide a console in each seat that allows users to watch movies, tv, listen to music, and game. I'll talk more about the gaming in a separate post.
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Jason Schklar
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4:24 PM
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Tags: film, from software, funology, G4TV, l.a., ninja blade, sxsw, takeuchi-san, virgin america
Monday, March 2, 2009
The Space Game: A Casual Collective Joint
I've been experimenting more with Twitter lately as a way to keep up with interesting folks in the game and social computing world.
- There is an initial discoverability issue with the main build menu. Specifically, if you have something selected you no longer get to see the build menu. This is especially problematic early on when you are just learning the game and can't figure out how to retrieve this menu (you need to click on an empty space on the screen to do so).
- Feedback on "noff nuff resources" (don't have enough to purchase an item) and invalid placement is confusing. For the first few minutes I couldn't figure out why sometimes I could build objects and sometimes I had to wait. The lack of confirm/noff-nuff resources sound FX and the non-standard use of color to indicate valid/invalid placement of buildings added to the confusion.
- The rock-paper-scissors was not that easy to understand. This could have been helped a bit by having specific "good vs." information on both "buy" and "upgrade" buttons (the help text currently has vague text about size and speed of ships) and by having mouseover help text for the various enemies (e.g., "use missiles against this foe".)
- I didn't understand the role of "electricity" as a resource until after playing several games. This speaks mostly to the "learn as you play" structure of the game. There really wasn't much need to introduce electricity in the first couple of games, but by the third game it would have been nice to have the scenario "trick" me into managing the electricity resource in ways that made me pay attention to it and learn it while playing.
- It encourages you, but does not require you, to register. You can play mostly full versions of the game -- but miss out on awards, credits, MP, save progress unless you choose to register. It lets me get hooked before I need to commit instead of scaring me away before I even get started, which is great!
- The games, themselves, seem interesting. I look forward to trying some of the other titles.
- Although the registration pipeline *seemed* simple and pain-free (just fill out nickname, email, and provide a password) I somehow failed to get an account. There was no confirmation screen and no mention that I should check my email for a validation key. I'm not sure what happened other than I don't seem to actually be registered. Sadness.
- Social/Community features on the site tend to be buried in tabs as opposed to surfaced at all times. There are leaderboards, forums, and real time presence is being tracked. These data should be surfaced in useful places to let users know that this is a social place.
- There doesn't seem to be any integration with existing social networks (e.g., no Facebook application).
Posted by
Jason Schklar
at
2:31 AM
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Tags: casual collective, Facebook, initial experience, the space game, tower defense