GameBoy Refurbishing Project

UPDATE a surprising amount of people keeps mailing me about this. I just wanted to save everybody trouble by pointing out that
ALL GAMEBOYS IN THIS POST HAVE ALREADY BEEN SOLD. I DO NOT HAVE ANY MORE. I DO NOT PLAN TO MAKE MORE. I AM NOT GOING TO REPAIR YOUR GAMEBOY. IT DOESN’T MATTER IF YOU PAY ME.
So do not mail me about it. Instead, I’d suggest to Google around and look for GameBoy enthusiast forums.

Some weeks ago, I decided to build the perfect GameBoy. You see, when you order a used classic GameBoy on eBay or so, the quality of the devices you get varies a lot. The term “used but in good condition” is extremely subjective. To add insult to injury, most sellers don’t even bother testing the devices or putting in high-rez images. So the first GameBoy I ordered this way was in a disheartening condition. The case was yellowish from the sun, the buttons felt flabby and didn’t connect properly.

So I decided to take the case in my own hands. I noticed that every now and then, there would be an entire collection of damaged GameBoys on eBay for sale. The sellers usually didn’t bother testing them. Or they would just simply put the batteries in, the GameBoy wouldn’t turn on and they would leave it at that. I bought a few of those collections and ended up with 11 devices, 10 damaged ones and the one I bought previously. And thus started a lengthy process of refurbishing the GameBoys by salvaging the best parts.

GameBoy Refurbishing - The Raw Material

We can make them better. We have the technology…

Here is what happened:

Continue reading “GameBoy Refurbishing Project”

Hard Mode

I’m lying in shallow water. It’s clouded and windy today. The ocean is in turmoil, quite unlike yesterday. A chaotic series of foamy, angry waves is approaching me. I’m exhausted. I can hardly catch my breath. Sharp pain is shooting through my side every time I inhale too deeply. My knees are sanded down to a bright red. I have bruises all over my elbows. I can’t turn my wrist so well anymore. I would like take a break but the next wave is approaching already. I heave my body out of the water through a concert of agony and fish for my surf board. Suddenly Demon’s Souls seems laughably trivial.

Surfing 1

How can I IDDQD?

I spent the week after Gamescom on vacation, which is the reason I haven’t posted in a while. Last year, me and my Girlfriend decided that it would be cool to learn some recreational sport. We chose surfing. We went to a familiar camp at the French Atlantic coast and took a one-week course. It’s was the second day.

If Surfing was a computer game, it would have the most devastating learning curve. The first day went really well. The weather was perfect. The waves were moderate and tidy. We immediately learned how to take them lying on the surf board. We laughed and cheered all the way down to the shore. Not so much on the second day. The weather got more dramatic. The waves became larger and less predictable. The wind got stronger. But most importantly, we were trying to stand up. Suddenly, the whole activity became incredibly difficult. All of us constantly fell down. We rarely even managed to get out feet on the board. Every failure was incredibly punishing. Not only did you get hurled around in the wave and bruised by hitting the board and the ground. Afterwards, you also spent the next few minutes marching back out into the ocean, fighting one way after another until you were far away from the shore to have another try. And then you failed again. We all had our injuries. I strained my side real bad during a warm-up exercise. Nobody cheered on the second day.

Surfing 2

The first special move you learn is the “Faceplant”.

In fact, there were not too many cheers for the rest of the week. On the fourth day, we were free to practice on our own. I took two days off because I couldn’t even lie on the board anymore. I got back to practice eventually. But even those that managed to practice every day still weren’t able to stand up properly at the end of the week. And we are talking just about standing up, not even changing direction or anything.

It occurred to me that this is something we often criticize about computer games. Games like Demon’s Souls or Super Meat Boy. We often rage-quit games as soon as they throw even the slightest stumbling blocks at us. The argument being that they are somewhat inhumane or unreasonably punishing. We look at old arcade games and laugh about their un-forgiveness. “What? You have 5 lives and then you have start all over again? How crazy”. Yet, it takes just a week of any other, real-word activity to see how innocuous and easy they really are.

Surfing 3

It’s disheartening to see inanimate objects being better at something than you are.

Games never punish you physically. They never exhaust you. There is rarely so much down-time between tries. You think that PSN takes ages to update? How about you compare that with dragging a surf board to the beach over that steep sand dune for 20 minutes every day?

Games offer plenty of tiny rewards and feedback to keep you trying. And they aren’t even asking for much. Learning to push the few button in the right sequence is trivial compared to the hundreds of hours you spend honing your sense of balance to simply not fall down from the various contraptions we humans came up with.

surf4

RAGE MODE!!!

The most surprising thing is perhaps how in spite of the disparity in difficulty, the actual rewards are not that far appart. Sure, an activity like surfing can be incredibly rewarding. The sense of thrill when you actually manage to ride a wave is undeniably exhilarating. But so is a close match in Street Fighter or a perfect round in Wipeout. Of course, it’s difficult to compare those experiences. They are certainly different. Nonetheless, I can’t shake the feeling that overall, the means to end ratio seems to be skewed dramatically in favor of digital entertainment.

Surfing Success

This success is only temporary. And I mean REALLY temporary. 1,5 seconds max.

That doesn’t mean that I wasn’t enjoying surfing. On the contrary. It was a welcome break from sitting at the computer. It felt great to get out in the sun again. You get plenty of exercise and you don’t even notice because you are distracted all the time. It’s pretty much what we were looking for and will definitely seek out more opportunities to practice in the future.

But it was also a great reminder of why games are so attractive in the first place. They unlock treasures, that must otherwise be bought with a lot more sweat, tears and time.

Monster Hunter Podcast Episode 53

This time on the Monster Hunter Podcast: Nobel Prize in Monster Hunting. The great Mazeron joins us to do some tricky skill-based challenges. As he does, we pounder the possibilities of a Nobel Prize in Monster Hunting.

Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
Visit the new SocialDissonance Website!

Enjoy!

Monster Hunter Podcast Episode 52

This time on the Monster Hunter Podcast: A Monster Hunter Anniversary. We’re celebrating a full year of Monster Hunter Podcasts by re-visiting every game in the series. How fun!

Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
Visit the new SocialDissonance Website!

Enjoy!

Princess Nuriko … quite some trouble

I’m a bit in a hurry, so this post will end up not grammer checked and won’t even show a pretty picture.

Last thursday i received a Patent Infringement Claim from the Texas based company Lodsys LLC. Via mail (not email) they did send me a multi page cover letter + abstracts of 4 of their patents. Additionally a personalized letter that contains 3 screenshots from my game Princess Nuriko and how it appears on the Google Android Market.

The personalized screenshots describe, how the demo of my game is infringing (right word?) their U.S. Patent No. 7222078 by having a button that says “Buy Full Game (via Market)” and then opens the url to the page of Google Android Market where a potential customer can buy my game from Google.

As far as i understand, its pretty similar to what is decribed in this article at BBC from last friday:
 http://www.bbc.co.uk/news/mobile/technology-14682700

I am posting this here, as i currently need any advices from people with similar experiences. I am trying to find legal advice on the topic here at my hometown but would additionally like to hear from others about their experiences. (Experiences generally with patent claims toward “tiny” software developers like me, and especially experiences with Lodsys regarding this patent and the smartphone market (iOS or Android)).

I’m very puzzled about the situation. Bbecause the Patent is hard to understand to me and especially difficult to see how having a link to Googles Android Market, is actually able to infringe a software patent.

But i am also very puzzled why the would like to write to me, as one of their screenshots clearly shows that my game has ONLY sold a few times more than 50 times. So there is really not much money i have made from (to be exact it is 120 euros). Which means that they either picked me randomly or i am just one of many many people they mailed. Basically if this mail would have been written, printed, and send from Germany it would have cost much money – more money anyone could expect to get back with license payments from such a tiny company as i am currently.

I intentionally did not post photographs or excerpts of their letters here, because as far as i know this is also protected by copyright – so please do not ask me for such details.

Any help in that matter, forwarding this site to others you know is very apreciated. You can either write something in the comments here or mail me via my site at www.ludocrazy.com (look at the bottom).

NotGames Fest Extended

Today is the second day of the NotGames Fest. The meeting of NotGame developers is about to start and the party is going to be this evening. The resonance so far was overwhelmingly positive. Especially the exhibition came out really well, thanks to students of the Köln International School of Design. Here are some impressions.

As you can see, we have created a dark atmosphere, so people can sit down and actually play the games undisturbed. Everything is built out of cardboard. Illuminated signs show the way to the actual stations. After having played through 3 games on the exhibition myself, I can assure you it’s an amazing, engrossing experience.

And the good news is that the entire exhibition it is being actually extended. We have received so much positive feedback, we have decided to open the exhibition tomorrow (17th August) as well. It will be open from 5pm to 9pm. If you are anywhere near Cologne, be sure to check it out!

Reactions to TRAUMA

Hey, I’m back again. The release of TRAUMA tore a huge hole in my schedule – obviously. I invested a lot of time in answering E-Mails, reading reviews and writing interviews. But things are slowly getting back to a manageable level. The initial spike has faded off. Not that the dust has settled, it’s time to look back at some of the things that happened last week.

First of all, I’m blown away by the amount and the overall quality of the reactions. Reviews are mixed, as expected. But there are almost no “what is this pretentious bullshit” reactions – more on that in a sec. The sales went well, too. I was initially surprised how much Steam sales dwarf the sales on my own website. For ever game I sold on traumagame.com, I sold over 24 games on Steam. The journalists also frequently ask for Steam codes. I noticed that this was also one feature my homebrew distribution system was missing – a simple way to give away copies. I have a system in place now, but it requires the knowledge of the recipient’s E-Mail in advance. Speaking of delivery system – that worked surprisingly well. It pretty usable and stable when you consider that I coded it all myself. It was quite a relief to me.

But now onto some interesting reactions:

  • GayGamer.net knocked it out of the park, I think. It’s not so much a review but an actual critique. I’m really glad to see an article on this level of discourse about it.

  • Rock Paper Shotgun had an interesting, mixed review. They raised some good points. I think they understood pretty well what the game was trying to do. Some of the comments were in particularly interesting: actual discussions with different opinions.

  • Uncommon Assembly had a great article, including an interview with me. It is the first time I heard about this website. But looking at the other games posted there, TRAUMA feels right at home there.

  • Gamespot was pretty much the only tear down. And actually, I wasn’t expecting anything else from the mainstream sites. But it’s so consequent, I’m actually enjoying it. Somebody REALLY didn’t like the game there.

  • GameSpy had a surprisingly positive and insightful article. I like how they compared it to Braid and Limbo. Very different games, yet trying to do something similar in a certain regard.

  • IGN was perhaps the biggest surprise. I was expecting a Gamespot-like tear-down. Instead, they called it “Art meets game” and wrote a surprisingly reflecting article.

  • indiegames.com don’t have a review yet, but I think they are planning to come over and interview me at the NotGames Fest. Meanwhile, they did this nice, creative contest and gave away some Steam codes.

  • On the Steam Forums one dude did a full video Walktrough for the game. There were also some video reviews by YouBigNonce and Northernlion.

  • TruePCGaming did this one, big interview. It’s really in-depth so it’s a great way to read about how the game came to be.

  • brainlazy.com wrote this, also quite positive review on the game. And there were actually even more reivews from international websites like this mixed one on Russian or this rather negative one in Spanish, not to mention all the Twitter mentions. :)

Finally, the release was actually a good opportunity to review some older pieces on TRAUMA. They are about older versions of the game, but they make perhaps more sense after you played the game.

  • Mehrspieler Podcast did a a video interview with me. They came over at the Global Game Jam. It was a nice, relaxing atmosphere. So the interview is more freestyle and genuine. I liked it a lot. It’s only in German, though.

  • Ryan Kuo wrote this fascinating piece about the IGF version. I already posted it back then. But it’s good to go back and read it now when the game is actually out. Again, I wouldn’t call this a review, it’s more actual critique.

So as you can see, a lot of stuff happened already, and there is even more coming down the pipe! I a bit busy at NotGames Fest at the moment, but I will do my best to post more frequently now. :)

Harvest Mania Developer Diary #2

I’ve come up with a new HUD since last time.

The new tidiness

The most important change is the new Gas Meter on the left, which not only replaces the time limit.

Continue reading “Harvest Mania Developer Diary #2″

Monster Hunter Podcast Episode 51

This time on the Monster Hunter Podcast: A Monster Hunter Nightmare. We are joined by Roy from Kotowari.org and the My Fair Hunter Podcast. And he brought some creepy spooky monster hunting stories with him. And all of them are true, we swear!

Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
Visit the new SocialDissonance Website!

Enjoy!

TRAUMA Released!

A 3-year journey is over. My first true independent game project TRAUMA is finished and available on-line. The website is here:
 http://www.traumagame.com

As already announced, the game is also available on Steam. The Steam Store page is here:
 http://store.steampowered.com/app/98100/

Review copies are available for blogs and news sites. Just contact me at:
 info@traumagame.com

I would like you ask you to help me spread the word about the game. I think the game should reach a wide audience, perhaps even outside of typical games audience. But this is a zero-budget one-man project. So there is only so much I can do alone.

There is at least one good opportunity already. The game will be exhibited at the Notgames Fest next week. Here is a trailer:

You can meet me in person there and beer or two. I think we have a great selection of games. I’m looking forward to it.

Otherwise, I guess that’s it. I’m looking to hear everybody’s feedback. And I guess I can start thinking about the next project…

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.

Twitter

follow Krystian on Twitter
follow Yu-Chung on Twitter
follow Daniel on Twitter