Global Game Jam Cologne Round Up #1

Let’s switch to something more pleasant, shall we? There was a Global Game Jam last weekend after all and I don’t want to end up yapping only about my AWESOME modest contribution. There were a lot of other wonderful games being worked on at Global Game Jam Cologne and I wanted to present some of them to you:

Phantom Limb

Authors: Fabricio Rosa Marquez, Olga Epikhina, Achim Fell, Benjamin Gögge, Volker Zerbe.

Phantom Limb

Phantom Limb is a simple platformer where your character is slowly dissolving. You must break apart and absorb other objects to regenerate your character’s body. But by absorbing other objects, you character also changes it’s shape. It’s a pity that technical details limited the team’s ability to concentrate on the gameplay. I still think the result is quite fascinating. The visuals are striking and I like details like the fact that the game runs from right to left. The team said it was because you are playing a destructive force.

The Split-Up Game

Authors: Jonathan Giroux, wsmind, Fabian Kampa

The Split-Up Game

The Split-Up Game is based around a quite unique concept. It is a game made for two players. The players are supposed to play at the same keyboard sitting next to each other. A cardboard separator needs to be installed to split the screen in two halves and make sure that each player can only see their side. The players are supposed to be a couple. Within the game, they also play a couple. The game revolves around exchanging objects between the players and using them to cooperate… or secretly gaining an advantage. Although the game-play could use some work to create more difficult dilemmas, the core idea of splitting the screen is quite bold. It reminded me of the recent concept of using 3D TVs with glasses to make two players both see a different screen.

HIV Extinction 1981

HIV Extinction 1981 (game playable here) is a very creative take on the subject “Extinction”. The game takes place in a gay disco in 1981. It’s the outbreak of HIV and the player collects “hearts” to shoot condoms at other people dancing so that they gently float into the sky. Oh and the game comes in black and white aesthetic. And it’s length is tied to the length of the song.It’s fair to say that Marcus Bösch blew everybody’s mind with this concept and it remains one of the audience’s favorites. It also seems like it caught some attention over at Gay Gamer. Dennis Farr made some excellent observations about the game there. I think this is a good example of how an game idea doesn’t need to be technically complicated to be effective.

But these are only 3 of 9 games from our Game Jam location. More coming soon!

Siding With Idiots

It’s hard to miss the recent discussion about Penny Arcade’s Dickwolves comic and the Dickwolves T-Shirt. I already wrote my share of critical posts on Penny Arcade. My opinion on Penny Arcade can be considered shaky.

Judging from the overwhelming one-sidedness of the arguments I hear from the people I follow on Twitter, the following may be a bad idea. However, I found myself on the PA side of the issue. I understand if you want to unfollow me. Goodbye.

It’s not even that I find the comic funny. I completely agree it’s a pretty weak comic. I agree that using rape in it was bad taste and probably unnecessary. PA response was ill-chosen as well and the Dickwolves thing they had going there is simply a horrible idea.

My reason for siding with PA has nothing to do with the actual content. It has to do with the arguments against them and the consequences that conceding to those arguments would mean for all of us, especially for video games. As far as I understand, there are two reasons for why the comic and PAs reason are considered problematic. One is the fact that they trigger certain people. The other is that they contribute to “Rape Culture”. This article explains both in greater detail and probably much better than I ever could.

I can’t comment too much on the trigger argument. It is a phenomenon I have no experience with. I find it odd that this comes up with rape victims but somehow isn’t a public issue with war veterans or other kinds of post traumatic stress disorder. On the other hand there may be a whole world of similar issues I’m not aware of, just waiting for the right PA strip to turn into a shitstorm. If it is a real problem we need to talk about who’s responsibility it is to prevent triggering and how.

My problem is the idea that the comic somehow trivializes or even endorses rape. This argument comes in two forms. The “strong” form is what PA was talking about in their first response. There seems to be consensus is that nobody will turn into a rapist just by reading that comic. I’m glad we at least agree on that. It may seem obvious but judging on how this discussion goes, we might have been just as well arguing this. It wouldn’t be the first time.

The real issue seems to be the “weak” form of this argument. It’s that this joke contributes to “Rape Culture” – a large body of little anecdotes and stories that in total, on a long term make rape more acceptable in our culture.

I find both version of that argument, the “weak” and the “strong” one equally problematic. The reason is because they perfectly mirror the arguments brought up against violence in games. I live in Germany, the country with one of the most severe censorship systems on video game content. There is a wide spectrum of various of reasons that experts state for why games have a destructive effect on people, especially youth. The simple version is a direct linkage of video games to killing sprees also know as “the game make me do it” or “murder-simulator”. Believe it or not, while the PA discussion apparently moved already past this “strong” variant of the argument, it is still seriously being discussed in my country. Many people believe that games should be completely forbidden because of this.

The “weak” variant is something I hear being brought up especially by people with a background in education. They claim that playing many violent games will have negative effects on players in the long term. They will become emotionally indifferent to violence and much less restricted at using it to solve their problems in real life. It is a much more difficult argument to dismiss. It’s hard to imagine somebody engrossing themselves in video game violence on a long term and not being affected by it.

Sure, there might be some kind of long-term effect of playing video games. But there are simple, hard facts that prove without a doubt that the consequences are actually not nearly as serious as the argument might suggest. If games really had this negative effect on youth, we would see an increase in violent crime among young people, especially those playing those games. At least in Germany, the opposite is true. The crime rate for young people and in general is decreasing steadily every year. The existing youth violence is overwhelmingly linked to poor education (a much more expensive topic that politicians like to avoid). Gamers have generally an over-average education and have a much lower likelihood to commit violent acts. During conscription (still obligatory in Germany) they prefer community service over military service. The lack of statistic evidence may be the only reason why we still can play some video games in Germany today.

On a side note, I personally think there is a good simple explanation for this apparent contradiction. One that requires creating a more sophisticated model of human psyche than “Monkey see, monkey do.” I believe that enjoying violent content requires the audience to actually strengthen and enforce the separation between fiction and real-life. We can only commit violent acts in games if we can be sure that they are actually not violent acts but the make-believe violent acts. This means that players can retain and even strengthen their rejection of real violence in spite of constantly engaging make-believe violence. I noticed that video game players are capable to do things in video games they would be absolutely terrified of if they encountered them in real-life. This separation is something that is glossed over or misunderstood by critics.

I do believe that this is also the reason why PA and their audience are able to tolerate rape jokes. The joke actually depends on everybody’s mutual understanding that rape is indeed one of the most horrible things that can happen to a person. This explains why questioning this understanding is met with ridicule.

This is also the reason why I find the “Rape Culture” argument deeply problematic. Taking this argument seriously would have grave consequences on our media. If true, the argument could and should be used to easily justify heavy censorship to prevent “rape culture”, “murder culture”, “violence culture”, “racism culture”, “bad language culture” – just about any kind of content that even vaguely references any social issues. At first it would seem like a quick and easy solution to get rid of the “filth”. But on a long term, one would notice a disturbing and even more devastating absence of works like The Bluest Eye or A Clockwork Orange.

This may sound like grim scenario but please consider that this is exactly how gaming culture looks in Germany right now. The process has moved into a second-order problem where the censorship occurs a priori and voluntarily. Game publishers cut out or modify content out for their games to have any chances of appearing on the market. I find myself in a position where I need to teach about the history of video games in a land where the games like Doom and Wolfenstein simply don’t exist. Where the Lucasarts Indiana Jones adventure has black squares instead of Swastikas.

But what do I know, I never been raped and I’m living in a different country. Different cultures have different perspectives. Rape seems to be a much greater issue in the United States than in Europe. Japan’s take on the subject is so disturbing one can only hope that something important gets lost in translation. My personal takeaway is that free speech is not the pleasant, rosy thing it is often idealized into. It is actually quite ugly. More often than not it means that idiots can and will hurt a lot of people and that lies can spread. But this is something we must endure. Because once everybody has been silenced, you will even miss even the lies and the idiots.

Monster Hunter Podcast Episode 24

On this episode of the Monster Hunter Podcast: The Brazilian. We play Monster Hunter Tri and the others poke at me because of my underpowered gear. Also, we fight no Diablos.

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

The Tumblr Blog here.

Enjoy!

Cybersecurity Emergency Assange

The Global Game Jam at Cologne Game Lab is over. I’m exhausted but happy. Everybody did such a great job! More recollections follow soon. I’m too tired to write right now. Instead, I give you my contribution (Game is 2MB. Please allow it to load).

Here is my entry on the Global Game Jam website. Leave a positive review if you enjoyed it! Also: spread the word!

Music is by Eliteferrex.

Cybersecurity Emergency Assange – WIP

Global Game Jam has begun. I’m working on my game. It is called “Cybersecurity Emegency Assange”. Here is the splash screen.

Cybersecurity Emergency Assange

Maximum Leakage!

It is a Contra homage inspired by the true events of Julian Assange singlehandedly infiltrating the White House, flipping out, killing dudes and stealing teh important cables. Which just shows how dangerous he is.

By the way you can watch our Game Jam Location live here. I am sitting close to the camera on the very left.

Getting Ready For Global Game Jam 2011

Oh man, this is going to be one hell of a weekend. There is Global Game Jam at CGL and for some very stupid reason, the CGL Staff decided to hold an important conference during Global Game Jam. But the kicker is that my Girlfriend, who has been away for a month now, returns 3 hours before the show starts. Of course I want to organize AND participate this time. And there are going to be lots of interviews because I’m not only organizing this thing but also the poster child indie developer. And I’m already exhausted because of all the preparations. One hell of a weekend indeed.

I’ll see how that goes. I saw we have a whole fridge of Red Bull ready. Perhaps I can clone myself when I drink enough of it. I’ll keep you posted.

Meanwhile I have been checking the achievements for this year and my brain is already working. There are some I might be going for.

  • Back to School, OLD School The goal is basically to develop a game that looks like it was made on a Game Boy. I love the idea of making perhaps a de-make or at least some kind of homage. Also, going lo-fi means that creating the assets is easier. And it’s instantly funny.

  • Do and Undo The goal here is to make a game where you assemble something and destroy it afterwards. I’d love to do that. I can imagine some really cool mechanics. But sadly, I fear that because I will have so little time, I can’t really afford any experimental gameplay. Unless I get a stroke of genius. Come on brain, I’m waiting.

  • Game for a Cause I’d love to make a game with Julian Assange in it. Just because I think he would make a wonderfully goofy and memorable video game character.

Of course there are lots of other I find interesting as well. Generally I like the achievements this year a lot. They are much more diverse than last year. But generally, I just hope I get anything done. It’s so hard to tone down your ambitions. Especially when everyboy around seems so exited.

Why Marketing is Bullshit

Let’s get rid of this whole Marketing thingy. I mean, after watching the following video, it should become apparent how hopelessly useless it is:

So what we have here is a guy, who seems to be very good at the game Call of Duty: Back Ops. He is so good actually that he manages to kill 38 people in a match without getting killed even once. He records these videos and puts them up under the silly name Seananners on YouTube. So far so good. Only that instead of bloating about what this says about the size and volume of his genitals, he choses to record his thoughts and comments about philosophy and ethics and put them in the background. So in this video he points out how everything humans experience is only temporary and how this can be depressing but also can make you appreciate life even more.

And yeah, ok, that’s weird but there are weirder things if you look for them on the Internet. Only that this guy is REALLY popular. This video alone has been watched half a million times. He has 190 of them. He is so popular that as we speak he is the top nominee for the Shorty awards in the category for Gaming. He even outmatches the crazy popular gaming celebrity Day9.

What does it have to do with Marketing? Well the thing is that this kind of success is completely unattainable by any market research techniques. There is NOTHING any Maketing person could have done to create or even predict this. Even if they had a hunch, they would have send out questionnaires and made focus group test to see how much Call of Duty players enjoy philosophy. How much do the target groups for Call of Duty and philosophy overlap?

Clue train: they don’t! Because target groups are idiotic constructs that utterly fail at describing people. The reason why the Seananners channel works is because it is honest and genuine. Because it doesn’t treat the audience like vending machines. It doesn’t look for the right buttons to press. It treats them like real people. And real people are almost infinitely flexible. Real people can appreciate sick Call of Duty skills and casual philosophy at the same time.

The Other Monster Hunters

The divide between Western and Japanese gamer culture is sometimes bizarre. I’m talking a lot about Monster Hunter here and it’s incredible success in Japan. The game is still received pretty mediocre in the West. One of the fascinating effects the game being so dominant in Japan is that it’s game design slowly trickles down into other products.

So there are already at least two games out which try to mimic the Monster Hunter formula. We played both of them on the podcast. One is called Lord of Arcana and a demo was recently released in the west. It actually came out just yesterday in the US and will be released next month in Europe.

This is basically Square Enix attempting to get some piece of the Monster Hunter action. They copied the 4-player co-op, item collecting, mission-based structure, segmented level structure and other details. The combat feels more RPG-ish, more round-based. I would personally see similarities to Crysis Core. But Lord of Arcana is slightly more action-oriented. There is no command menu, all commands are mapped onto buttons.

But sadly, the game didn’t convince us on our podcast. Some parts of it look very nice and polished. Others are horribly dull and boring. The levels feel like they had no time as it’s impossible to distinguish the different places from each other. Same thing with the items you collect. Everything is represented by a generic gem. It’s a far cry from the engaging item management of Monster Hunter. Generally, it feels like the game developers either ran out of time or simply didn’t understood the appeal Monster Hunter too well.

Another game that will come out in March in the west is God Eater. We played the demo just recently and it left a better impression.

It’s basically Monster Hunter combined with a Hipster/Emo/Goth version of Neon Genesis Evangelion. Again, the game copies all the Monster Hunter core mechanics. But it actually copies them well. There are some significant changes to how the combat works and there is even a more user-friendly camera control. The different setting works well to differentiate the game from Monster Hunter. Actually, the game even emphasizes the setting as the story seems to play a much more central role. We were struggling with it on our podcast due to language issues but unlike Lord of Arcana, I might be tempted to pick this one up when the translated version comes out.

It will be interesting to see how the spin-offs will fare in the west. Is the reason for Monster Hunter’s lackluster reception something deep, gameplay-specific or is it something superficial like marketing?

But we might not need to wait to figure this out as there are already two answers. The game Demon’s Souls was received very positively in the west. While it’s relationship with Monster Hunter is far less obvious, I would claim it is a game that wouldn’t exist if it weren’t for Monster Hunter. The second example is Metal Gear Solid Portable Ops. Again, critically acclaimed and while not a Monster Hunter clone, the resemblance is hard to deny. I mean, they even have a Monster Hunter monster as a bonus mission in there!

The fact that those two games work so well may be a hint that Capcom screwed up something with how they introduced Monster Hunter to the west initially. And so with that in mind, I’m eager to see how God Eater and Monster Hunter Portable 3rd will actually do…

An RPG Without Space

Daniel Benmergui is probably most known for his inspiring, experimental Flash games like Today I Die, I Wish I Were The Moon or Storyteller. But he was also responsible for an older project I never managed to associate with him until just now. I was actually looking for it because I was running some ideas trough my head and was pleasantly surprised to recognize him as the author. The project I’m talking about is Hunter RPG. It’s an RPG without space.

Hunter RPG

Can there be a trapped door without space?

As the blog post says, the game is based on an quote by Chris Crawford. He observed that a common theme among games is that they all focus around spatial navigation. So Daniel tried to create a dungeon crawler without space. All actions in the games are executed by clicking and holding various menu entries in a large hierarchal structure.

I find the experiment exciting and fascinating. Especially since it works so well. However, I often come back to this idea and can’t help to wonder: has the space been truly eliminated in Hunter RPG? Sure, there is no visual projection of a world like we are used to from so many other games. There is no map or camera. But what remains is still essentially spatial. Instead of traversing a simulation of physical space, players explore a more abstract but nonetheless spatial hierarchy. After clicking long enough on “Explore Undergroud Temple” the option “Explore Oppressive Cave” appears. This suggests that the Oppressive Cave was found within the Underground Temple. Their spatial relationship is certainly less explicit but still present. Even going into quests takes players from the initial hub-menu into a nested quest-menu. And while there are quests without the exploration of caves in the demo, I find it somewhat ironic that the most exciting quest is the most spatial one.

What if the reason why games focus so much on spatial structure is more than just a stubborn obsession or a peculiar fad? What if spatiality is something inherent to human thinking? What if we can’t help but to structure information spatially in order to communicate and understand it? Some of the most powerful mnemonic techniques rely on creating a spatial representation for data. Most of computer interfaces also use spatial metaphors for navigating structures. Think of an Internet Browser: Back, forward, scroll down, zoom in. Come to think of it, I’m having a hard time to imagine a structure that WOULDN’T be spatial at all.

And even if it was, I’m sure users would just come in and bring spatial metaphors with them to make sense of it.

I don’t think space is our enemy. I think games are in many ways the poetics of space. But experiments like this show that the idea of space doesn’t have to be taken as literally as the overwhelming majority of games does. By questioning the dogma of space, we might not be able to overcome it, but we may arrive at a new and fresh was to deal with it.

Monster Hunter Podcast Episode 23

On this episode of the Monster Hunter Podcast: Naked Shepard, Hidden Baggi. We do a couple of quests to upset Shepard and to entertain our listeners. Also, we fail horribly at God Eater.

Nick’s Monster Hunter Videos:
A Brief Introduction to Monster Hunter 1 on PS2
A Glimpse at Monster Hunter Dos

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

The Tumblr Blog here.

Enjoy!

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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