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Browsing Date Archive: 2007 September

24 Sep, 2007

The Carnival of Video Game Bloggers – September Edition

It’s time for the September edition of the Carnival of Video Game Bloggers already! I’ll admit that I’m going to cheat on this particular edition, as I’m a little under the weather right now. All hail the InstaCarnival!

Rod presents X-Men Legends 2: Rise of the Apocalypse posted at Review Hookup.

Snapu presents Anticipated Upcoming Titles posted at CAE Gaming, saying, “An article describing 3 of the most anticipated games, complete with videos.”

Jenny presents Harvest Time! posted at the so called me.

Jigsaw hc presents Hexic 2 Review posted at Jigsaw hc’s Rants & Reviews.

Aaron Lockard presents Can the Wii hold Demos? posted at Aaron Lockard’s Gaming Thoughts.

K Peney presents Alternative Endings (a bit po-mo) posted at Write the Game, saying, “Alternative Endings in video games.”

Michael Chu presents StarCraft 2 is Coming posted at Make Money Online with Knighty Night’s Talk, saying, “If you like StarCraft, you are going to love StarCraft 2. Better graphics, better gameplay”

Ken Barnes presents The GTA Delay posted at RewiredMind.com.

Jigsaw hc presents Overlord Review posted at Jigsaw hc’s Rants & Reviews.

Brian presents A Different Perspective on Bioshock posted at The Weekend Gamer.

Renata Vincoletto presents Siberia 2 for the Pocket PC posted at A geek Family.

Marcus presents BioShock, Symbolism and Mind-Control : The Thoughts posted at The Thoughts, saying, “The shocking symbolism as used in the recent XBox and PC game BioShock!”

You Been Blinded presents CONSUMING WITH Wii posted at YOU BEEN BLINDED, saying, “Beer pong for the nintendo wii. College is gonna be great. Cheers!! HG”

Jenny presents Harvest Time! posted at the so called me.

john struan presents Super Punch: Smash Bros. Brawl Desktop Wallpapers (Lyn, Munchlax, Meta Knight) posted at Super Punch, saying, “Custom Smash Bros. Brawl Desktop Wallpapers (Lyn, Munchlax, Meta Knight)”

Borut Pfeifer presents Linearity, agency, and fate in The Darkness and Bioshock posted at The Plush Apocalypse.

Akira_Fudo presents Top 5 juegos por venir posted at Gamers – Anim-e-motioN, saying, “opiniones personalizadas acerca del mundo del videojuego”


That’s it for this issue! You can submit an article for the next carnival of video game bloggers using the carnival submission form, and view past and previous editions at the blog carnival index page. The next edition is due on the 22nd of October, so you’ve got plenty of time to get writing.

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21 Sep, 2007

Friday’s Pirate Game: Pirates of Treasure Island

I'm going to miss this guy.

It’s (finally) Friday, which means Pirate Week is over. Hold back the tears though, because we have one last game to reveal. Ladies and Gentlemen, I present you with Pirates of Treasure Island.

Pirates of Treasure Island Puzzle games are great, but sometimes I wish they had a little more substance. Pirates of Treasure Island mixes a solid puzzle game with a pirate adventure, and throws in some great mini-games along the way. It’s a neat concept, and it’s executed in a very slick manner. A few of the challenges are quite tough, particularly the sword fighting, but it adds a lot of depth to the usual “match stuff” puzzle genre.

You can read more about Pirates of Treasure Island at its game information page or try it out by downloading the free demo.


I never want to see another pirate again…


20 Sep, 2007

Thursday’s Pirate Game: Pirate Poppers

Where's me washboard?

Another day, another pirate game. I don’t think I’ve ever used the word “pirate” so much in my entire life. Today’s game is “Pirate Poppers“, an action puzzle hybrid where you shoot coloured cannonballs at an oncoming chain of balls.

Pirate PoppersThere are some games that just scream “quality” as soon as you start playing them. Pirate Poppers is one of those games. Not only is a huge amount of fun to play, but it manages to work the pirate theme into an abstract game exceptionally well. The core gameplay is solid, and all of the little touches, like the treasure trove, add up to create a highly enjoyable experience.

You can read more about Pirate Poppers at its game information page or try it out by downloading the free demo.


19 Sep, 2007

Wednesday’s Pirate Game: Pirates of the Atlantic

Give me grog.

Today is day three of pirate week, which means it’s time for another pirate game. Today’s game is “Pirates of the Atlantic“, an action game where you shoot at invading pirates with your cannon.

Pirates of the AtlanticThere’s always something keeping a pirate from enjoying their hard-earned grog. In Pirates of the Atlantic, you have to protect your island fortress from invading pirate armies. That’s right, this is some serious pirate on pirate action. Armed with a cannon and a rather flimsy wooden shield, you must launch 42 pounds of iron shot at your enemies.

You can read more about Pirates of the Atlantic at its game information page or try it out by downloading the free demo.


18 Sep, 2007

Tuesday’s Pirate Game: Pirates Plunder

Pirate 2.0: It's what the web was made for

Today’s pirate game is “Pirates Plunder“, a pirate themed slot machine game. I’m not sure if pirates played slot machines, but if they did I’m sure it would feature all of the ingredients contained within Pirates Plunder.

pp-frontpageAs far as pirate themed games go, Pirates Plunder is one of the strangest combinations I’ve seen. Thankfully it’s not just a slot machine with a few parrots and bottles of grog slapped on, and there are several piratey mini-games to liven things up.

You can read more about Pirates Plunder at its game information page or try it out by downloading the free demo.


17 Sep, 2007

Happy Pirate Week!

Reflection: It's Pirate Week 2.0

September 19th is Talk Like a Pirate Day, so to celebrate we’ll be adding a new pirate themed game every day this week.  I’ll be updating this post every day as the games are added, and if you subscribe to the blog you’ll get updated as soon as they’re added.

This Week’s Pirate Games!

A Pirate's Legend

A Pirate’s Legend

This pirate puzzler adds to the classic “match-3″ gameplay of recent years, as you have to drag a line through all the matching blocks. There are 150 different layouts to play, along with two play modes that add to the replay value.

Options: Free Demo | More Info | Buy Now

Pirates Plunder

Pirates Plunder

A pirate themed slot-machine with 17 different bonuses to win and some fun computer generated graphics and animations, including a dancing parrot Every game needs one.

Options: Free Demo | More Info | Buy Now

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Pirates of the Atlantic

If there’s one thing pirates like more than rum and large purple feathers, it’s a spot of plundering. Pirates of the Atlantic is a little different from most games, as you’re on the receiving end of the pillaging. Defend your base from the scurvy dogs with your cannon!

Options: Free Demo | More Info | Buy Now

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Pirate Poppers

I’m starting to run out of things to say about pirates, so let’s just say that Pirate Poppers is an action-oriented puzzle game that features cannonballs. Lots and lots of cannonballs.

Options: Free Demo | More Info | Buy Now

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Pirates of Treasure Island

Pirates and treasure go together like fish and chips, so it’s only natural for them to search for a mystical treasure island. Pirates of Treasure Island is an interesting take on the puzzle genre, as it mixes puzzles with a collection of great mini-games. It also has treasure in it.

Options: Free Demo | More Info | Buy Now


We’re kicking things off with “A Pirate’s Legend“, a pirate themed puzzle game with a boat-load of levels and some interesting twists on the classic “match-3″ style gameplay.


08 Sep, 2007

Game Design Lessons – Halo

Game Design LessonsFew games in recent years have generated quite as much buzz as the Halo series. The first two games were critically acclaimed by the gaming press, and combined they have sold over thirteen million copies worldwide [1]. That’s a lot of sales, so Bungie must be doing something right.

With Halo 3 just around the corner, it seems appropriate to take a look at the game that started it all.

As with other entries in the Game Design Lessons series, this article is split into three different sections:

Before I start, I should warn you that this article contains spoilers about the plot. If you haven’t played Halo before and don’t want the story spoilt, you should bookmark this and read it another time ;)


What’s good

A well paced story and gameplay

Halo - The Silent CartographerWhatever your opinion of the story’s quality may be, it’s still fair to say that Halo managed to deliver it at a well balanced pace. Details are revealed at the right speed to keep the player’s interest, and there are a few twists and turns along the way.

There are still plenty of “hands off” cutscenes, but there are also set-pieces that the player will encounter whilst playing, such as the Covenant boarding the Pillar of Autumn or the appearance of a certain parasite.

Gameplay wise, the first level takes player’s through all the basic controls without putting them in any real danger. By the time the action heats up, all of the fundamentals such as melee attacks and grenade throwing have been introduced. There are are a few “press button X” messages on the screen, but for the most part this introductory tutorial is unobtrusive. This is A Good Thing.

Difficulty levels that are fun AND challenging

The simplest way to make a game harder is to either make the player weaker, or to make the enemies stronger. A complex method is to make the AI characters smarter, so that they’re able to make better decisions when attacking.

Halo took the latter approach, and although the enemies on tougher levels have increased health, they also display more complex AI patterns. Grunts will throw more grenades, Elites will seek better cover and Jackels will take down your shields more often. It makes the game much harder, but not in a frustrating way. It’s never fun to be beaten by computer opponents, but it’s not so bad when you feel it deserved to beat you.

Limited choice

Halo - Flood vs Grunts

It seems odd to mention limited choice as A Good Thing. It’s a risky move that doesn’t always work, but when it does it can add an extra layer to the game.

In Halo there are seven weapons and two grenades. Not only is this quite a small arsenal for an FPS, but you’re only allowed to carry two weapons at a time. On paper this sounds like a horrible, horrible idea, but in practice it works quite well. Choosing the correct weapons for any situation becomes more important, and power weapons almost seem more powerful because you have to choose whether to sacrifice your weapon slot for them. Things get even more interesting at higher difficulty levels as ammunition becomes hard to come by and every dropped weapon counts.

The same lack of choice works for the enemies, too. The Covenant forces are made of Grunts, Elites, Jackels and Hunters. That’s it. What makes this interesting is the way these different races interact when fighting. Grunts will hang around with Elites, so stick a grenade to the big guy and you’ll either wipe out the whole squad or send the Grunts scurrying away.

The Flood

The Flood are introduced midway through the game, via a series of atmospheric cut-scenes shot from the perspective of a rather unfortunate marine. This sets the mood for rest of the level, which can be summed up as “we didn’t want to do that”.

Although they’re effectively space zombies (space + zombies = awesome), the dynamic of the game changes once they appear. Tactics that would take down a squad of Covenant are rendered useless against enemies that will quite happily fight with half their face missing. Eventually you end up fighting Flood, Covenant and Sentinels at the same time, and the choice over weapons and tactic becomes vital to your survival.

It concentrates on the fun

Halo - Old Ironsides Jamie Griesemer, Halo 2’s design lead, is quoted as saying that Halo has thirty seconds of fun [2]. It might seem like a negative observation, but it’s an important observation. Considering the size of modern games, distilling the core elements into something so simple can help a lot with design. If you know what your players want to do, you can make sure they get plenty of chances to do it.


What’s not so good

Repetitious levels

The last few levels of the game take place in the same locations from the first half of the game. In some respects this approach works, as revisiting the old places with new enemies and strategies is fun, but at the same time trudging through the same levels isn’t quite as exciting as exploring new places.

Corridors

Once you’ve had a taste of speeding o’er hills and vales on a Warthog, it’s a little disappointing to be stuck back in a typical FPS corridor level. Although it helps to mix up the game a little, a little more diversity in the surroundings would have been nice. Both the Forerunner and Covenant structures are repetitious and visually quite sterile, which makes navigation quite difficult.

Inconsistent checkpoints

There’s nothing more frustrating than beating a particularly difficult part of a level, only to die and and have to repeat it. The checkpoint system in Halo solves this problem some of the time, but not always. Sometimes checkpoints aren’t saved for some time, and you’ll end up repeating huge parts of a level.

The Library

If there’s one level of the game that sums up all of these problems, it’s “The Library”. The level design is repetitious, the scenery is somewhat dull and difficult to navigate and checkpoints will often fail, meaning you’ll have to do that really tough bit all over again.


What can be learnt

Getting beaten is fine

halo-screen3Nobody plays games to lose, but winning all the time isn’t much fun either. Victory is always more rewarding when you feel that you overcame the odds to achieve it.

Finding the right balance of difficulty and fun is a challenge, especially when you have to cater for all abilities. Remember, some of your players may never have played anything else before, so don’t expect them to have any idea of what they’re doing. On the flip-side, some people may have played a million other games before, so they won’t want to sit through a 2 hour tutorial.

If you’re going to offer different difficulty levels, think about doing more than just changing time limits and health meters. It takes more work, but advanced players will appreciate the extra challenge.

You don’t need a million choices

Starting a new game design can be a daunting experience, especially as every ”triple A” game is usually touted as revolutionising the way we play. What’s important is to give the player choice.

For example, only being able to carry two weapons sounds like a bad idea, but what it actually does is let players choose from a combination. This added layer of choice makes encounters more interesting. After all, if you can always carry a rocket launcher, why worry about what you’ll use to clear the next area?

You’re allowed to promote your game

Microsoft has a lot riding on the success of the Halo series, and it shows in the way they advertise the game. Now I realise indies don’t exactly have the same budget as MS, but there are plenty of other ways to advertise your games.

It could even be argued that indie developers have more options available as they don’t have to worry about the restrictions faced by larger companies, such as keeping a corporate image or trying to look cool and failing miserably. Social sites like MySpace, Facebook and YouTube have given independent developers a whole new platform for spreading the word and creating a community of fans.

Remember: don’t be ashamed to promote your game. Marketing can sometimes feel “dirty”, but if you truly believe your game is entertaining and worth playing, then it is worth taking the time and effort to promote it.

Put your heart into it

halo-screen5Whatever your opinion of the Halo series, there can be little doubt that the Bungie team really care about their games.

When you’re making a game, it can feel like you have to have a certain image in order to be accepted. Keeping your game sterile will only hurt it in the long term. Fans don’t tell their friends about games that have “this awesome 16.7 million colour palette and 10,000 polygon models”. They tell them about awesome it was when they drove a Warthog off a cliff onto a group of Jackels , or how funny it was when a grunt shouted “not again” after being stuck with a plasma grenade. 

Don’t sanitise your ideas because you think they won’t appeal to the masses. The personality you give your games can become their strongest selling point.

Find the fun and stick to it

It’s tempting to keep adding features to games so that you can add more bullet points to your sales pitch. All you really need to do is find the fun parts and make more of them. This doesn’t mean you should repeat the same bits over and over, but don’t be afraid to use the same elements in different situations.

A good example of this is the turtles in Mario – it’s fun to jump on them, but a whole game of turtle jumping probably wouldn’t be much fun. To make things more interesting, they’re placed in different situations. Sometimes they fly, so you need to jump on them to avoid falling to Certain Death, whereas other times you need to jump on them to clear a line of enemies blocking the way.

Find out what parts of your game design are fun, and make sure the player gets plenty of chances to experience this fun.

That’s all for now

Halo is not a perfect game by any means (I’m yet to play one), but there are still many lessons to learn from its design and storytelling. Being an independent developer is exciting and liberating, and whilst we may not have the same resources at our disposal as larger development houses, we can still learn from their successes and failures to make our games even better. 


Footnotes

[1] According to WikiPedia, Halo:Combat Evolved has sold over five million copies and Halo 2 has sold over eight million copies worldwide.

[2] This was originally said in a documentary packaged with the Halo 2 Collector’s Edition. There’s an interview with members of the Bungie staff, including Jamie, at Edge Online.


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