H. G. Wells Was a Dork

Here is a known fallacy: we always tend to imagine famous artists as being famous and successful back in the days. But of course in reality, many of the artists and writers we value today were actually obscure and struggling with having ends meet back in the days. Recently, I found a variation of this fallacy. We also imagine writers and philosophers as being cool, serious and mature guys. So it’s quite weird to find out things about them, which suggest that they were some hard-core dorks, nerds and man-children. Case in point: H.G. Wells. We may regard him as a serious thinking man, concerned with the future and history of mankind. Writing books on topics such as history, politics and social commentary. But then you find that he was heavily into minature wargames.

HGWellsPlayingAnIndoorWarGame

Ka-pw, ka-pow, ka-powie-zowie.

And you thought the Warhammer 40k dudes over at the comic book store were dorks. H.G. Wells has an ENTIRE ROOM dedicated to the game. But the biggest proof of nerdom isn’t even on the illustration. You see, he actually invented the game he is playing there! He wrote the rules down in one of his books, Little Wars. In fact, he is regarded by some by the very father of Minature Wargaming.

I have heard claims that our society is being infantilized. That there is no such thing anymore as being adult. This comes especially with a sting of accusation towards the male-dominated comic/games/otaku culture. Examples like these show that this may just yet another fallacy. Perhaps nerds and dorks were just as common the past as they are today. Perhaps they were just wearing those spiffy smokings and smoking pipes so we can’t tell anymore. Personally I find the re-imagined H.G. Wells as a Warhammer nerd much more likeable and consistent.

Crysis Core Endgame

So I’m playing Final Fantasy: Crisis Core right now. As with every Final Fantasy game, I somehow feel obliged to check out the endgame content. Final Fantasy games tend to have a big dramatic storyline but also tons of optional side-missions. Square even started to hide very, very, very difficult bonus bosses in the games as special challenges for hardcore players.

Crysis Core is no different in this regard. Actually, the structure of the game is actually even improved. All the side-quests are so-called “missions”. They can be accessed at any point at save spots. They all consist of tiny dungeons. You can finish each mission in a few minutes. It’s perfect for portable play. But it’s also a very elegant way to distinguish side-quests from the main storyline.

Crysis Core Missions

Your Mission is, should you accept…

Yet, as I completed the first 50% of all availible missions, there is something that starts bugging me. The battle system seems to have a bi-polar tendency. You either smash any enemy or you die instantly. There is no in-between. The game starts at the smashing side of things. So as already mentioned, the beginning of the game is very confusing. There are no challenges to overcome, no decisions to make. You just kill everything that stands in your way. And it stays pretty much this way for most of the story.

It starts out similarly in the side missions. But after a while, you suddenly start dying a LOT. The game tries to judge the difficulty of each mission compared to your level but I found that the system just breaks down at some point.

But then it’s Final Fantasy, so it provides you with some crazy overpowered spells and abilities. If you find them, you can keep on blasting away the enemies just like before. The trick becomes to find one of those and keep on exploiting it until the enemies become too powerful even for that. And then you move on to find the next even more overpowered skill.

So at first I was using the skill “Darkness” a lot – it does heavy damage to everything around you for the cost of a small amount of HP. One or two shots killed everything for a long time. But now it doesn’t anymore. So I’m moving on to “Power Punch” or something. That does damage to just one enemy but so much that I one-shot kill even bosses. I imagine once that doesn’t work anymore, there is yet another skill.

That bi-polar effect is something I encountered in other Final Fantasy games as well, especially the newer ones. But it seems to be very extreme in Crisis Core. It may have to do with the fact that you control just one character. So mistakes are much less forgiving. Also, I feel like the game was designed for portable play, so they went for extremely condensed battle gameplay. I don’t think they did themselves a favor there.

That doesn’t mean that the game is bad. I like some of the choices they made and there is certainly a game design lesson or two in there. So I’m not ready to throw the towel yet. At least not as long “Power Punch” is working. ;)

Monster Hunter Podcast Episode 27

On this episode of the Monster Hunter Podcast: Plus Button Action. We attempt to cut our costs and fight a Qurupeco without any gear… yeah. We also do an Alatreon and two Diablos. This is the audio-only version of this episode.

Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.

The Tumblr Blog here.

Enjoy!

TRAUMA – Photographic Sense

So this weekend I added a couple of new features to TRAUMA (not online yet). First of all, a lot of beta testers asked for some way to view the Polaroid collectibles once they collected them. I was actually thinking of the same thing already but wasn’t so sure about it. The beta convinced me. So now when you click on already collected Polaroids on the top of the screen, you will actually travel to the Polaroid in question.

TRAUMA Navigation via Polaroids

Click on the icons for already collected Polaroids to jump to them. A simple way to make the collectibles more useful.

This solves a lot of problems at once. First of all, you can view your collectibles. Also, you can review the audio commentary associated with the Polaroids in case you missed them. It also makes the collectibles more useful – you can use them to actually navigate through the world.

Technically, this was a little more difficult than it might seem. Some of the Polaroids are in places that are only accessible after performing some action. So when you jump to one of those, the game needs to realize that and quietly perform the actions in the background. I actually had a lot of the systems required for this stuff in place and implementing this functionality was a really helpful opportunity to tie up some loose ends together.

But since I was working on the Polaroids anyway, I decided to add another functionality – the Photographic Sense.

TRAUMA Photographic Sense

A message box informing about the new Photographic Sense. It helps players in search of the collectibles.

The thing is that more often than not, finding the Polaroids is really just up to pure luck. Some of them are impossibly well hidden. I disliked how the game didn’t offer any kind of clues. That’s something I criticized with on games. So I decided to add a feature that let’s you know how far away you are from a Polaroid you haven’t found yet. You can activate it simply by hovering above the icon for that polaroid. A text fades in telling you how far away it is. Even with this help, some of the Polaroids are still very tough to find.

Also, I decided to make this an unlockable feature. I already realized that a lot of the beta testers over-focused on the Polaroids. This is a weird, uncertain game and the Polaroids seem like a simple thing to focus on. Introducing such a helper early on would put the Polaroids even more in the foreground than they already are. So I decided to make this feature unlock once a player finds all endings in that level. Additionally, this would add a missing acknowledgment that the player found all the endings.

But then that meant that I needed a message box to communicate to players that a feature has unlocked. And message boxes are really a problem in general. I went for a message that disappears after a given time or after the user clicks.

I was surprised about how many difficult features I implemented this time around. The to-do list gets slimmer and slimmer. It’s pretty much all about bugfixing from now on! I will look into ways to get a week off to crunch trough. I can smell the release already.

Revisiting the Pocket

Recently, I got myself a GameBoy Pocket!

GameBoy Pocket

Now I’m playing with power!

There were a couple of reasons. Since I made Cybersecurity Emergency Assange, I was reminded of how cool some of the old GameBoy games were. I have a GBA SP I can run GameBoy games on. But the pixel density of the SP screen is much higher so the screen ends up looking very small. Also, the GBA SP automatically colorizes GameBoy games (unless you press a special button combination on startup). I wanted to experience the old GameBoy feeling. I briefly toyed with the idea of getting a GameBoy Light but the price was prohibitive. I settled for the GameBoy Pocket with the clear case. I always wanted a transparent one and they were always sold out.

It arrived earlier this week and I was shocked: this this is SMALL! I had a blue GameBoy Pocket around my final years in high school. I thought I remembered it’s size. Having it in my hands again surprised me. Maybe it’s because I’m used to larger devices like the PSP or the DSi XL? It turns out that the GameBoy Pocket is just slightly larger than an iPhone! (It is a lot thicker, of course)

GameBoy Pocket vs iPhone

This changes everything!

The second shock was the display. It is horrible. The screen is incredibly dim and almost unreadable even in the best lighting conditions. But even worse, it has incredibly high lag so every movement is blurred. I wasn’t prepared for this. Back in the days, the display seemed fine. Have I been spoiled by the tremendous advancement of portable displays? Or is my GameBoy just in a bad condition? Do LCD displays fade with age?

GameBoy Pocket Screen

The blurry blob at the right is supposed to be Mario.

Overall, it’s a very intriguing blast from the past. The transparent case is very cool and trying the old games makes me want to play them again. I whipped out Pokémon again. Might try to finally catch all 151. I’m not too far from it. Also, I ordered a backlight upgrade kit. I may try my luck with some modding. It would look kickass on a transparent GameBoy. I even heard of a cool process called “biversion” which can improve contrast. To the soldering iron!

Jonathan Blow Chokes on a Croissant

This piece right here made my day. It’s an interview with Jonathan Blow, the developer of Braid. He is talking about his new game, The Witness. The interview is going well until suddenly this:

Yeah, it’s the mechanics of the game– Sorry, I’m choking on this croissant. It’s very dry.

It baffles me how the PC Gamer staff managed to actually transcribe this bit from the audio recording and put in into the text of the interview. Is this the death of journalism everybody is talking about?

On a more serious note, Jonathan has (again) a very similar position I had when I began with TRAUMA. Just like with TRAUMA, his new game has the goal to introduce new ideas to the genre of adventure games. His observations echo a lot of the ones I had when I started work on TRAUMA. The point where we differ is that he seems to be quite dismissive of the game design in adventure games. Instead of debunking some of his fallacies myself, I recommend this excellent response from Emily Short, an experienced Interactive Fiction writer/designer.

The idea Blow repeats here is a standard meme. On the big scale of Cluelessness about the Thing He Is Critiquing, this rates only about 5 picoEberts. And that’s our problem to solve. There will always be a serious barrier to sharing and marketing IF as long as the standard perception is that it’s about fighting the parser.

Emily admits that there are problems that adventure games and specifically Interactive Fiction still have to work out. On the other hand she points out that there has been a tremendous amount of development and experimentation. I agree with her that it is a good idea to do some research on that before attempting to revolutionize the genre.

By the way if you follow some of the links in her response you can get in an awesome rabbit-hole on the discussion of how text adventures have evolved already and could evolve in the future.

The first time I heard of Blow’s game I was very surprised. This is very different from the game I would have expected him to make. I often found myself independently making the same observations as Blow but completely diverging on the conclusions I would draw from them. I am very curious to see how this game turns out. I’m looking forward to compare TRAUMA with The Witness.

Exploring the Temple

Ok, there is a bit more to the comet story from yesterday. The Planetary Society blog posted some fascinating early analysis of the data. First of all, it turns out that the comet is actually active! There are 4 streams of vapor coming out of the comet. They are difficult to see with the naked eye so here is a weird enhanced image.

Temple Jets

Passing Gas: There is vapor coming out of 4 hot spots on the comet.

Secondly, here is a more detailed analysis of the impact site. It’s not very spectacular. The crater is really, really hard to see. Although the impact was quite spectacular, it didn’t leave especially prominent impressions on the comet. This isn’t really encouraging for the plausibility of Armageddon scenarios. But I’m sure Bruce Willis would have done a much better job.

Temple Krater

A processed image of the impact crater. You need to follow the red lines. The crater is where they would cross if they were longer.

Finally, here is an animation of all the images in chronological order. You can see that the probe only flew past the comet. It had the chance to snap only a few pictures. But on the other hand, flybys are vastly easier and cheaper than getting a probe in orbit of a comet.


 
Move your mouse to rotate the comet. Requires Flash.

Don’t Call Me Shirley

Space Geekout Time! A probe flew past a frigging comet and snapped a few pix.

Temple 1

7km x 5km of dirty ice. That’s what I call an iceberg!

The probe in question is called Stardust and it was launched 12 years ago. It had the mission to collect dust from another comet. It succeeded and with it’s mission over, it managed to visit it’s second comet now. But that new comet isn’t just any comet. Oh no. It’s Tempel 1! It is remarkable because it was visited by another probe some time ago: Deep Impact. And if Deep Impact sounds menacing it’s because that probed was sent out to kick some comet butt. It had a heavy projectile on-board that was fired at Tempel 1. You know, for science and stuff. Back then (2005) Deep Impact managed to snap a couple of shots from the resulting explosion.

Deep Impact

Ka-Blaaaam!

Now 6 years later, Stardust can provide us with some additional data on how Tempel 1 was affected by the Deep Impact experiment and how it changed in general. The changes are indeed intriguing. Comets are basically made of ice. That’s why they leave a trail behind when they get too close to the sun. They slowly evaporate and the vapor gets blown away. Tempel 1 is too far away from the sun to show anything dramatic from afar. But comparing the photos from both spacecraft, you can clearly see some changes.

Temple Comparission

The same area photographed by Deep Impact 6 years ago (above) and by Stardust recently. You can see how surface features have just evaporated away.

The surface in general is super-interesting. It is much smoother than asteroids, has much less craters and weird plateau-like structures. I would love to see a probe that explores one of the comets in detail over a longer period of time. Oh wait! That’s what actually happens in 3 years! Remeber Lutetia? The probe that snapped that picture (Rosetta) is actually on it’s way to visit a comet and stay with it for a longer period. So there are plenty of really awesome comet pix coming up in the future.

Embracing Manual

We got a new coffee machine. It’s a very different coffee machine from our old one. It is simpler so it requires more work to prepare the coffee now. But it is beginning to grow on me.

Saeco Aroma Chrome

Say hello to my new coffee machine. Or as I like to call it: life-support system.

I think I may need to explain. I heard that espresso machines are uniquely popular in Germany for some reason. The Germans want to have high quality coffee right there in their own home. They routinely spend hundreds of Euros for super-automatic espresso machines. Those machines accept water and fresh coffee beans and turn both into fresh, steaming coffee with just a press of a button.

My Girlfriend got one of those from her family as a graduation gift six years ago. I have learned to appreciate it. You could start an entire day just by pressing a button. Of course, it required maintenance from time to time but unlimited, easy access to the the tasty beverage was well worth it.

Saeco Incanto Rapid Steam

Goodbye old friend. We had a lot of fun together but it’s time for each of us to move on now.

But now it broke down. After failed attempts of resurrecting it we put the corpse on eBay and went out on a search for a replacement. The extent of this German fixation on coffee machines is troublesome. At a big technology market, a pretty sleazy salesperson suggested us a 900 EUR device, which even had it’s own little milk compartment. It could make a latte or a cappuccino all by itself. You just put in beans, water and milk. The price was outrageous. But used to the easiness of having coffee available at all times, we even started considering it. We still went to a small, old-school traditional store after all. That was some good thinking. The salesperson there painted us a totally different picture.

The super-automatic machines are generally a little bit of a scam. They often look very simple and “closed” from the outside but are quite complicated on the inside. They suggest to be fully automatic but in reality, preparing coffee is something that simply needs a certain level of attention. The machines try to shield the users from their responsibility but it comes back to haunt them eventually. The symptoms are short lifetime and especially serious hygiene problems. This was a guy, who was opening used machines on a regular basis for repairs and he has seen things which cannot be unseen.

So for us, he suggested taking the simplest one we could get. After some discussion we realized that he was trying us nudge away from a super-automatic machine at all. I was skeptical but we got ourselves a cheaper, super-basic, semi-automatic machine. It is a simple model that is apparently quite popular among coffee connoisseurs. What convinced me personally was that this particular model is being sold for over 30 years now without any significant changes. Talking about mature products!

After a few days I totally see the difference. Yes, preparing the coffee is way more complicated now. But it also makes so much more sense. The entire process is transparent and clearly visible. We are finally able to control lots of crucial variables in the preparation of the coffee. We have much better control and understanding of the outcome. The result is nothing short of spectacular.

In short, it tastes better because we are actually preparing the coffee now.

The lesson is that there are problems that simply require a certain level of human intervention. Technology can help to simplify them, but only up to a certain point before it becomes a problem in itself. It’s like in the Asimov novels where Robots eventually leave humans because they realize that their very existence is detrimental to the human condition. Or maybe more down to earth, it reminds me of this old, slightly cheesy Albert Einstein quote: “Make everything as simple as possible, but not simpler”.

Full(screen) TRAUMA

At this rate, it’s almost a wonder when I actually manage to get something done for TRAUMA. But there is some progress after all and I will eventually get there. First of all, I was able to apply some spelling / wording suggestions from Julia Zaadstra (a friend of mine) and Igor Hardy. The quality of the subtitles has improved greatly and I greatly appreciate both of them helping me that much.

But that’s not all. I have been also working with TRAUMA’s musician, Martin Straka to finalize the sound in the game. Martin has provided me with the final tweaks for the volume levels. On his suggestion, I also implemented a system to cross-fade different background music tracks into each other. The game sound pretty much finished now.

Finally, I have implemented one feature that was requested by a lot of beta testers. The game can be played in full-screen now. This is something I picked up from my friend Yu-Chung Chen. He discovered that Flash actually has some pretty cool hardware-based full-screen features. The problem I couldn’t pull a real full-screen mode until now was because I am using the flash-based 3D engine Papervision3D. Because this engine software-based, it rapidly loses performance with increased resolution. By upscaling the game using Hardware, I can keep the game running at the same resolution. Of course, upscaling doesn’t look that great. But it is a solution if the game looks too small on a screen with high pixel density.

Implementing the full-screen function meant I had to add a full-screen button as well. This caused a small interface design dilemma. It made sense to put it into the control panel at the bottom. But on that panel, there was already a button to show “sound settings”. Pressing that button would make sliders appear on the right next to it. So I couldn’t add the full-screen button on the right of the “sound settings” button. But then, I couldn’t put it on the left either. It would put the full-screen button between the main volume slider and the “sound settings” button. The two clearly belong together.

FullScreen

The full-screen button slides to the right when the user presses the “sound settings” button.

My solution was to put the full-screen button on the right anyway and make it slide all the way to the right if the user presses the “sound settings” button. I’m not perfectly happy with this solution but it will do for now.

I’m slowly eating my way through the to-do list. It feels quite liberating to get all those problems out of the way, that were nagging on me. I might even take a few days off to power trough and finally get it done.

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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