Global Game Jam Cologne 2012 Round Up #3

Time for the final Global Game Jam Cologne 2012 Round Up (part 1 here and part 2 here)! Let start up with Giant Robot Snake.

GGJ2012 Giant Robot Snake

Giant Robot Snake – Don’t eat that frog, snake. Don’t do it.

It’s a very interesting game because it can be played by four people simultaneously on two controllers. Each player operates one analogue stick. The goal is to poke your giant robot snake with a stick to make it eat the green frogs that jump around. There are also red frogs you need to avoid. I had a blast playing it with 3 other people on stage during the presentation. Another reason why I’m impressed is that it was made by two guys, who met each other at Global Game Jam. They even spoke different languages. Cooperations like this blow my mind. And hey, you can check it out yourself. The team uploaded the multiple versions of the game on the GGJ website. It is very polished and fully playable!

One game that is also playable albeit not quite as polished is Alchemica

GGJ2012 Alchemica

Alchemica – Got very far bit didn’t quite finish. :(

The team behind Alchemica consisted of some Global Game Jam veterans. They went for a risky, custom Java platform. They got the game done but lost too much time so they couldn’t polish it anymore. It’s a puzzle platformer with a mechanic where you need to use different “elements” to solve puzzles. Even though it’s not as polished as it could be, you can still play it here. The team didn’t look very happy about the outcome during the final presentation. But I think they got incredibly far with the concept and I’m sure the experience they gained will turn out to be very valuable.

Funny enough, another team tried a very similar approach and also got into trouble. Their game was called Claychemy.

GGJ2012 Claylchemy

Claychemy – Prevailed against all odds. A true GGJ success story.

Initially, the team had a main programmer and 3 designers/artists. But for some reason, the programmer left at some point and never returned. So the team was forced to learn Flash and Flixel to continue working on the game. Luckily, they totally succeeded! Again, it’s a platformer where you character can change the element he is made of. Certain elements are needed to overcome obstacles. Fire burns wood, stone breaks glass, air lowers gravity etc. Actually, you can just play the game here in your browser. A charming little game with an epic GGJ success story behind it.

One game that got some great laughs during the final presentation is The Tale of Archy.

GGJ2012 The Tale of Archy

The Tale of Archy – You had me at “Jetpack”.

It’s a game where you control a treasure-hunting alchemist on a jetpack. It’s a side-scrolling shooter with a Minecraftian aesthetic and with an interesting death mechanic. As far as I understand, when you die you become a ghost and you need to re-claim your soul. The game runs backwards when in ghost mode. In any case, the goal of the first level is to find the Frisbee of Anubis. The team, including some KISD students and Game Jam veterans, was apparetly inspired by some of the spontaneous frisbee sessions we held during the 48 hours to keep us fit. I won’t spoil you the ending, but it’s hilarious! The team uploaded the game files on the GGJ page, so try it out!

And finally, the game with the longest title: D.B.S. Don’t be square aka “The revenge of the psychedelic boring boxes” aka “vice versa”.

It was made by Peter Bickhofe and Markus Hettlich. Both Global Game Jam veterans, technical tutors as Cologne Game Lab and good friends. They weren’t happy with the way their two previous Game Jam project were too bloated. So this time, they went for something funny as well. It’s a game where you control a growing box. One it becomes so large it fills the screen, you start the game over with a new box growing within the old box. They were very creative with the visuals and the music. So the game turns very bizarre at some point. Just try it out yourself, you can play it here.

There was one last, super interesting game that looked like Limbo but used typography for level geometry. Sadly, the team hasn’t set up the project at Global Game Jam. If you read this, please upload the game! I thought it was really great!

And yeah there was one team that tried to use the TV crew at Global Game Jam for some ill-conceived anti-games rant. As you may have imagined, it was completely misplaced at an event like the Global Game Jam and fell completely flat. The analogy would be to have a bulimia awareness protest next to a girl scout cookie stand.

So that’s it for this year. It was the biggest Global Game Jam we ever had. We almost reached 60 participants. We can’t actually go much bigger than this. So of course we had a lot of games. But even more surprising was the actual quality. A lot of the games could be easily made into actual polished products. It’s very difficult to pick definitive favorites because almost every game had something unique and exciting to it. Either way, I’m really happy with our results. I would like to thank all the participants for sharing with us their relentlessness and creativity. And I would be honored having you with us next year!

Global Game Jam Cologne 2012 Round Up #2

Time for the second part of the Global Game Jam Cologne 2012 Round Up (Part 1 here). The Global Game Jam was mandatory for the Students of Cologne Game Lab so as last year, we had some student projects. Perhaps the biggest and most polished one was Sequpes, a project made by a group of 6 CGL students.

GGJ2012 Sequpes

Sequpes – Sounds like a sort of seafood.

Sequepes is actually a very simple idea. It’s a sequencer and Guitar Hero combined into a 2 player co-op game. Or even simpler: it’s 2 player Simon Says. One player plays a tune. Another player has the goal of repeating the tune. Then, the first player needs to play the tune a 3rd time. If they play the tune flawlessly, it gets repeated over and over again. Then, the second player may add more notes on top of that tune. It’s already a familiar concept but the visualization uses a spinning circle that really nails it. The only thing left to do was to tweak the difficulty. Repeating the tunes was a bit too unforgiving. Otherwise, it’s a finish product I’d love to see released.

One of our students – Maren Keitel – ended up working on a project in collaboration with participants from outside of CGL. Together, they made Punxatawney Adventures.

GGJ2012 Punxatawney Adventure

Punxatawney Adventure – It’s Groundhog Day Gaiden.

It’s a simple 2D platformer based on Groundhog Day. This means that the main character is a Groundhog for once. But the gameplay also references the movie. So it’s actually quite Masocore. You die over and over again. Only when you arrive at the end of the level, you realize that you had to pick up a certain item at the beginning. The game somewhat lacks the polish of a professional Masocore title but I really like the Groundhog Day reference. And hey, it’s actually playable!

One game that isn’t quite playable is Internity by Martin Wisniowski, another Game Jam veteran and a good friend.

GGJ2012 Internity

Internity – DNF :(

Sadly, this time around Martin wasn’t able to finish his game. He wanted to make a top-down shooter with proceduraly generated levels that react on the player’s behavior. But he was working alone and didn’t quite make it. On a more bright side, he wrote a really good recap of the Global Game Jam on his blog! Check it out.

One of my personal favorites was Nordic Bondage Hero Vikings. It’s based on a hilarious idea and it has some amazing polish.

GGJ2012 Nordic Bondage Hero Vikings

Nordic Bondage Hero Vikings – Don’t worry. It’s nothing dirty.

To be honest, I may be a bit biased since one of the guys from the team was Michael Koloch, who is a really ambitious indie dev I met at various CGL events. The game is about two Vikings running away from a monster. They are tied together by a chain so they can’t get away from each other. The goal is to be a hero by dying an honorable death. You have to collect treasure or beer or kill enemies. Once you did enough of those things, you need to sacrifice yourself so the other viking can survive. It sounds weird. It is kinda is weird. But it is also quite charming. You know what? You can play it right now in the browser and see for yourself. Do it!

So that’s it for part 2. But there is still more to come! Tune in tomorrow for part 3.

Global Game Jam Cologne 2012 Round Up #1

As you noticed, over the last few days my blogging ground to a halt due the preparations for Global Game Jam 2012. Now that the dust has settled, let me tell you of it. It was epic! It was the biggest Global Game Jam we organized so far. We had almost 60 participants. We can’t go much bigger then this.


Continue reading “Global Game Jam Cologne 2012 Round Up #1″

Monster Hunter Podcast Episode 62

This time on the Monster Hunter Podcast: A Bag Full of Crabs. We embark on some quests in Monster Hunter Freedom unite and find a whole herd of Turkeys. See what I did there?

Get the mp3 of the episode here.
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Enjoy!

TRAUMA Version 3

I recently released a new update of TRAUMA. The major update is improved image filtering. Something that some people commented on. TRAUMA runs at a pretty low resolution. I can’t really boost it without a lot of effort. But I was able to increase the quality of how the images are being scaled down.

TRAUMA Version 3 Filtering

Left: old and splotchy-twinkly. Right: new and smooth.

This was actually a very simple option I completely forgot about. Back when I was developing it, the game would drop to a very low framerate when using it. But modern computers are up to the task. The game now actually checks the framerate and seamlessly skips between the two filtering models. The difference is very subtle. But especially when moving the mouse cursor around, there should be much less “twinkeling” now.

How to get it

If you bought the game on Steam, just start Steam. The game should update automatically.

If you bought the game on my website, just re-download it and re-install it. You can login at the bottom of the TRAUMA website with your E-Mail address. The savegames are kept by Flash so you won’t lose them if you de-install. Alternatively, you can just use the update files below.

As for the other platforms, I’m getting in contact with them to upload the update everywhere. Meanwhile, here are two updates. Download it, unpack the file, overwrite your old version of that file with the new one:
Windows Update
Linux Update

As you see, there is no update for Mac yet. If you are using a Mac version and you haven’t bought it on my Website – hang in there. I will try to sort things out ASAP. You can try to harass me at info@traumagame.com to speed things up. ;)

Otherwise, enjoy! Oh yeah, and let me know if it works.

Story Essay Cat

I have created a new micro-game. It’s called Story Essay Cat and it took me just 3,5 hours to develop.

Story Essay Cat

Click here to play.

Story Essay Cat is a full-fledged cat writing simulator with social media integration. Now you can pretend to be a cat writing a story essay. And you can share your #catstory with your friends.

Perhaps some backrgound info is due. The game was created as part of a seminar I conduct at Cologne Game Lab. We are preparing ourselves for the Global Game Jam. So I torture my students with the task of creating game prototypes on very tight time constraints. And of course I participate too. This is where the game was created. In this cycle, the task was to create a game inspired by a Captcha word combination. I got “Story Essay Cat”.

You can play the game at http://www.gamedesignreviews.com/storyessaycat/ or over at Konregate. Feel free to tweet about it loudly and proudly.

P.S.: Mad props to NORA the cat for providing the soundtrack. I hope you don’t mind me using your tune, NORA. I’m a huge fan.

Watch Drive

I know I’m late to the party about this. But the movie hasn’t come out in Germany. So technically, this is still hot news. Drive is a great movie. You probably should watch Drive right now. Why aren’t you watching Drive. Ok, watch the Trailer at least:

I haven’t come up with this one-liner, but the best way to describe the movie is: it’s a 70ies movie that looks and sounds like an 80ies movie. What do I mean with that? In a world dominated by impossible CGI camera crane shots and entire movies that consist of people shouting and explosions, Drive is a astonishingly slow, deliberate movie. It’s an almost silent, simple character study of a rather introvert guy with great skills making some moves on the streets. He meets a shy girl from next door. The two share some very long, silent, bittersweet moments with each other. Finally, the guy decides to help the girl with her family problems. And that’s where things start falling apart.

Let me emphasize this. This is a movie called “Drive”. There are only two car chase scenes in it. One is more about hiding than driving fast. The other is over in just a few seconds. The rest is all slow, long, silent shots of characters.

This is not only genius because it undermines all expectations. It is also genius because when shit eventually hits the fan – and boy does it hit the fan – it hits so much more harder and is so much more effective. When the movie shows you violence, it actually feels soul-crushingly violent especially because it stands out from the rest of the movie. And apparently the movie’s director asked Gaspar Noé for advice so that clearly helped too.

Another amazing thing is the casting. Each individual character is a home-run. Mr. chick flick Ryan Gosling is the perfect shy, nice, unseemly looking fellow and it’s just so much more griping when you see him flip out when he is pushed to the edge. His counter-part Carey Mulligan is virtually the very same person. They seem like soul-mates as actors already. So they don’t even have to talk for you to see that they are made for each other. And then my new favorite Oscar Isaac in the only role I ever seen him in – a bottom-feeding criminal on a bad streak. Mr. Breaking Bad Bryan Cranston as a honest man that just shouldn’t have gotten involved with criminals. Christina Hendricks in a small role where you actually see her act instead of staring at her breasts. Why am I even listing the stuff. Just watch it ok?

But before you do, the best part is still the soundtrack. No song on the soundtrack was released before 2007. They all sound as if they were 20 years older than they are. Synthesizer sounds, cheesy repetitive lyrics – they fit perfectly to the slow melancholic noir vibe of the film. And they stay with you long after the credits roll. At least they did for me. Perhaps because I immediatly got the soundtrack on iTunes on the same night and have been listening to it on repeat ever since.

If there is one thing I would criticize it’s that the director clearly wasn’t very interested in cars. Of course, this helped the movie a lot! It’s a movie about the driver, not about the car he is driving. Still, they could have at least put in some subtle details to pay tribute to the subject matter. But perhaps it’s the petrol head in me talking. Bottom line: you need to watch Drive.

Ending Catherine

I recently finished Catherine. At least I declared for me I did. Normally, I would attempt to get at least the majority of the achievements. But after witnessing all the endings, I decided to draw the line. The Babel challenges turned out to be a painfully difficult even on the easiest stage. The babel mini game was amusing but at 64 stages, it’s overstayed it’s welcome well before I could get trough them all.

Catherine Ending

Nothing to gloat about.

As much as I liked the idea of Catherine, the actual game failed to deliver on it’s premise in many ways. The refreshingly serious topic is treated in disappointingly shallow way. It depicts women as well as men in a single-minded fashion. The resolution of the conflict is left to super-natural phenomena rather than to consequences of actual character development. The puzzle gameplay is almost completely divorced from the narrative. What’s worse, the game concentrates on the gameplay a lot. And that’s precisely what is least engaging about Catherine.

I also wanted to mention the endings as an extension of what I already wrote about. For some reason, multiple endings are still this wicked beast that no developer seems to have tamed yet. Catherine is no different. There are 8 different endings. They can be divided into 3 types: “Catherine”, “Katherine” and “Freedom”. Each type has a “Bad”, “Good” and “True” variant (with one exception: “Freedom Bad” is missing). And really, if you think about it, there is only one ending worth having:

  • Katherine Endings were probably the most satisfying ones. They all show Vincent explaining the situation to Katherine and asking for a second chance. Surprisingly, I found the “Katherine Good” ending emotionally more effective than the supposedly more desirable “Katherine True”. In the good ending, you see a glimpse Katherine and Vincent having a pleasant, more natural interaction. Throughout the game, Vincent is having a perpetual “we need to talk” situation with Katherine. Katherine herself seems like a very unpleasant, stuck-up character. The good ending alleviates this to some extent which feels cathartic. The “Katherine True” ending does resolve a major mystery about a supporting character so it’s nice too. The “Katherine Bad” is just shit tough. Katherine dumps Vincent. Congratulations, you just wasted 15 hours.

  • Catherine Endings are the comedy endings. No matter if bad, good or true, they are all supposed to be funny. The “Catherine True” ending is perhaps the most wacky ending in the game. The problem with them is that Catherine is not a particularly funny game. The topics in the game seem rather serious in nature. There are some humorous moments but the conflict at the story’s core a mature one. So having a wacky comedy ending seems just dishonest and unsatisfying.

  • Freedom Endings are for the middle ground. You get these if you haven’t maxed out your freedom vs law meter in either direction or if you answered the final questions in an ambiguous manner. They depict Vincent transcending the conflict and just ignoring both women. Like the comedy endings, they feel dishonest. The entire game is hammering the Catherine vs. Katherine dilemma after all. It begs for a proper resolution. To add insult to injury, if you answer the questions in an honest fashion you are bound to end up somewhere in between. Relationships are a complicated thing with multiple viewpoints after all. And especially by the end, even the questions themselves outgrow the simple-minded law/freedom dichotomy. “Is it easier to love, or be loved?” or “Which is harder: lying or being lied to?”. If you care about the questions you won’t max out your score either way. And that’s where the game delivers you the lazy cop out ending.

Catherine is a good way to learn from because it is so broken in so many ways. The law/freedom dichotomy favors min/max grinding rather than emotional involvement. The endings reflect that and the OCD treatment of gameplay echoes the idea. The endings also betray that the game’s wasn’t actually written with multiple endings in mind. All the dozens of choices you make in the game all boil down to 1 or 2 genuinely satisfying endings that really feel like a good story arc. The rest of the outcomes seem an afterthought. And with that, I think it’s fair to file Catherine as a interesting case of not living up to it’s own premise on multiple levels.

Monster Hunter Podcast Episode 61


This time on the Monster Hunter Podcast: The Next Frontier. We finally return to Tri and discuss the uncharted territory of Monster Hunter Frontier.

Get the mp3 of the episode here.
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Enjoy!

Stop Co-op Piracy

The philosopher’s stone of many game enthusiasts is how to bring their significant other to enjoy games with them. I am no different in this regard and my GF had to endure multiple experiments already. But expect from the occasional freak side-effect I remain unsuccessful in enkindling in her the kind of enthusiasm for the interactive medium I experience myself.

LEGO Pirates of the Caribbean Split-Screen

What is… I don’t even… Can’t we just watch the movie?

The recent attempt was LEGO Pirates of the Caribbean. The stars seemed to be perfectly aligned. She loves the series a lot. The new movie was about to come out (and she adores Penélope Cruz). LEGO games are known to be very forgiving but most importantly, they can be played cooperatively. They are divided into simple, byte-sized levels perfect for short sessions so I thought it would be easy to convince her to play for a quarter hour or so.

We started playing and it went well at first. But already after the first movie, the dream boat I was sailing on began to pick up water. It just didn’t really work and we had to stop. Here are some of the reasons:

  • Skill Gap – The main problem is something that many people fail to consider. Co-op games work very bad if there is huge gap of skill between the partners. There is this romantic idea of a veteran helping a noob out. In reality, I found that this is actually never a fun experience. The noob won’t actually learn anything because the veteran is always there to help out. The noob will never experience defeat so he can’t really learn from his mistakes. On top of that, he will have a much lesser sense of success because there is always that feeling that the other guy did all the work. As for the veteran, he will just be held back by the noob. He will be constantly torn between picking up the slack for the noob or waiting for the noob to catch up. Ironically, this is something I experience on a regular basis when I play Monster Hunter with my podcast buddies. I’m often the one in the inferior gear because I haven’t invested that much time in the game yet. My podcast buddies are very nice to help me out with some of my quests. But I always feel like I used a cheat code to skip a part of the game I was supposed to do by myself.

  • Chaos – Another issue is that games tend to get very chaotic when more players are involved. In the LEGO games the screen is already filled with lots of objects to smash and interact with. Add a dynamic split-screen that constantly changes orientation. Then add a battle sequence when a group of enemies is swarming in. Then add the ability for both players to change the appearance of their characters. Even for an experienced player it becomes very difficult to merely recognize which character you are controlling. And then you still need to figure out where to go and what to do. Single player is chaotic too, but at least you have all the time in the world to figure things out. Again, this is something I observed in other games as well. StarCraft II being another good example. It’s clearly balanced for 1v1 duels where it is an intense battle of the minds. When going 2v2 and especially 3v3, the game becomes a chaotic, arbitrary troll fest.

  • Adaptation Issues – One thing that was driving my GF at the beginning was a genuine passion for the source material. And sure, seeing even the walk animation of Captain Jack Sparrow was just hilarious at first. But then some incongruities set in. For example, one of the most memorable action scenes was the one in the second movie where they are on the water wheel of a mill that has come loose and is rolling trough a jungle. We were both looking forward to this in the game. Sadly, we were disappointed. There is a huge blunder ruining specifically in that scene. You are supposed to throw an Axe at Jack Sparrow, who is stuck in the rim of the wheel. There is nothing really telling you that. It doesn’t really make sense – you can reach him with a saber just fine. And even if you try it, the window for doing it is so small, you never even realize that you were attempting the right thing but just screwed up the timing. So what was supposed to be a smart, memorable, quirky action scene turned into a long, frustrating exercise of blindly trying everything over and over again. It culminated in looking up the solution on YouTube. The game has quite a few scenes like this. The Kraken boss from the same movie was similarly problematic for us. So slowly but steadily, our initial enthusiasm was undermined.

  • Source Material Issues – But perhaps that last part wasn’t entirely the game’s fault. Because we both realized that the movies just aren’t that great after all. LEGO Star Wars provides a good counter-example. Those movies are well-known and incredibly iconic. They use very stereotypical characters and easily understandable situations. So LEGO Star Wars worked well as a humorous remix of those familiar stories. Conversely, the story of the Pirates of the Caribbean movies is a catastrophic mess. The character’s motivations are hazy at best. There are multiple parties with unclear goals. Individual characters constantly switch sides. By the third movie, there are so many characters, most of the time you have not the slightest clue what is going on. In a movie, this may be bearable. You just hang in there and wait for the next scene where Jack Sparrow does something silly. But in a game where you need to actively play out all those filler scenes in-between, they can become a drag.

  • We gradually just stopped playing by the 3rd movie. I returned to the game alone just recently. And it is actually much more enjoyable for me alone. With the co-op issues out of the way, the other problems turned out to be not that bad because I don’t care about the series that much. I’m familiar with the structure of the LEGO games and they represent a very safe, comfortable type of gaming for me. It just turns out that they don’t translate too well into co-op with such asymmetric partners.

    The latter two issues have to do with the Pirates of the Carribean series. They were pivotal for my GF’s motivation but could have gone potentially differently with other material. I’m more worried about the first two issues. They may suggest that we will never be able to play together. The best way to introduce my GF into gaming may be by not to getting involved at all. Which kinda defeats the purpose.

About

The Game Design Scrapbook is a second blog of group of three game designers from Germany. On our first blog, Game Design Reviews we describe some games we played and point out various interesting details. Unfortunately, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. Hence, welcome to Game Design Scrapbook. You will encounter wild, random rantings. Many of then incoherent. Some of them maybe even in German. If you don't like it, you might enjoy Game Design Reviews more.

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