Grinding Forza 3

You know what? I’m playing a game right now. As we speak. It’s Forza 3. The game doesn’t require a player. Let me explain.

It actually fits well to some of the stuff I’ve written recently about NFS:Shift. I started playing Forza 3 some time ago. Actually I’ve been holding out for the new Gran Turismo but then it occurred to me that it was a good idea to get the Xbox 360 Elite and hey, it came with Forza 3. I started playing it for recreation. After a stressful day of work, there is nothing more soothing to me than to get in a fast car, turn off my brain and engage in some repetitive racing. I even listened to some podcasts while doing so. Works great.

But now the game overstays it’s welcome. And then some. Playing trough 6 seasons of races took quite some time already. But one achievement actually expects you to finish ALL the racing events in the game. No biggie, I thought. The list of all racing events fits on just one screen.

Forza 3 Event Selection Screen

Each of the tiny boxes is a separate Event that consists of multiple races.

But that one screen is deceiving. It contains 220 events, each consisting of multiple races. There are 969 races in the game in total, each takes at least a couple of minutes. So yeah, it takes A LONG TIME.

Enter the “Hire Driver” function. You can actually make the computer AI do a race for you. This actually isn’t new. Gran Turismo 4 had something similar. And that’s how I’m bascially grinding through the game right now. I enjoyed the game while I was playing it. But now as I see the AI tackling one identical race after another, the respect I had towards the game fades away. The fact that you still need to stick around to click “ok” after each race and set up the next one makes the experience pretty close to Watch Paint Dry. Only not funny.

On a positive note, I can satisfy my need to clear up my backlog and concentrate on other things at the same time. Like writing a post. Ah, there you go! Another race finished.

Cheap Game Deals of the Now

Spent the weekend voting and doing taxes. It turns out I’ve spent over 1000 EUR just for games and gaming-related hardware last year. That’s excluding downloadable stuff. It’s a lot but I thought it would be more, considering how I bought two consoles in that period. So with that newfound faith in my accounting skills, here are two hot tips on how to get a lot of games for very cheap this weekend:

First up, you REALLY should check out the Humbe Indie Bundle. You can get 6 very cool indie games for any price you like. You can even go as low as 1$. But paying a bit more is not such a bad thing in this case considering a portion of that money goes to charity. And if that doesn’t convince you, the Trailer certainly should. But hurry, there are only 2 days left!

The other tip may be not quite as cool but still a sweet deal. You can get Civilization IV, Colonization and all update packs for just 10$ on Steam right now. I am a big fan of the series and I enjoyed part 3 a lot. I heard that this one is supposed to be the definitive version of Civ so I thought it was at least worth a sneak peek.

So my Backlog received a huge boost today. Don’t you just wish the games industry would take a break for a year or two so we could all catch up with all the games? <:(

Monster Hunter Tri First Impressions

I have a confession to make. I went a little bit crazy with new games recently. Apart from Super Street Fighter IV and Silent Hill: Shattered Memories, I also got Monster Hunter Tri. And I didn’t get the normal version, oh no. I went all the way to get this (not my video):

Why getting the über-special-edition? I was sorta interested in the game and the extra hardware sealed the deal. I was especially keen on getting the new classic controller. I was also curious about Wii Speak.

The controller is awesome. It feels good, it looks good, it works as it should. Wii Speak is pretty much a useless piece of shit. I can’t believe they actually sell it. The voice quality is horrible. It’s so horrible I can’t understand a thing. I set up everything perfectly, there are no noises and no in-game music and I really make an effort and yet I’m still unable to recognize what I’m saying. The most insulting thing is that apparently, it doesn’t work when Surround Sound is on… and they actually ask you to turn it off yourself… instead of, oh I don’t know, turning it off automatically when Wii Speak is enabled? This is bullshit! I’ve spent 300 Euros for the Surround System and I can’t use it? And then they even expect me to fumble around with the Wii system settings all the time? How am I supposed to know if I will be using it my play session? You know what, I just won’t – all problems solved.

The über-edition also includes a cute toy – the head of the final boss of Monster Hunter Tri. Normally these are pretty crappy but I was quite surprised by this one. It is rather small but the quality of the painting is quite decent. However considering how useless Wii Speak is, it seems like the über-special-edition is actually not worth it. If you are also interested in the game I recommend the controller-only-bundle.

As for the game, it’s good. I haven’t played it too much yet but I can already tell that it is very addictive. It reminds me a lot of Demon’s Souls. In many ways both games are very bland. They perfectly follow the “missing mid-level storytelling” formula of games like Diablo. There are very much about repetitive grinding and item collection. At the same time they convey an overwhelming sense of discovery, agency and mastery. Also, at fist sight the combat systems seem similar. They are rather slow-paced and rhythmic. They rely on blocking, dodging and recognizing opportunities for attack. The difference between the two games is that Demon’s Souls has a very dark feel and it focuses on thrill of unforgiving difficulty. Monster Hunter Tri has a cheerful atmosphere and seems to focus on collecting items and upgrading equipment.

But these are just first impressions so I might be totally wrong here. I don’t know if I will have enough time to invest in it. I will certainly try to get at least a couple of hours more. Did you play this game? What are your impressions?

Star Trek: Humans and Space

I recently finally came about to watch that Star Trek Special Edition Blu-Ray. I think I bought it around last Christmas or so. It was long overdue. Like most people I like the film very much. I think that it is one of the best Star Trek movies. But that doesn’t say much since the Star Trek movies are generally pretty weak compared to the series.

There is one thing I really like about the movie and one thing I really dislike about it. Both are actually connected to… video-games! So I wanted to share with you those two little observations real quick:

Human Sci-Fi

Let’s admit it: Sci-Fi is generally a pretty nerdy thing. It’s made for a very special kind of audience and many Sci-Fi movies concentrate on the expectations of just that audience. They are full of cryptic tech, special effects, futurism, epic fights, space things, aliens, etc. What I really like about the Star Trek movie is that JJ and the others specifically set out to make a movie that would be actually watchable by everyone. They still have the usual Sci-Fi tropes. But at the heart of the movie is a drama very much about humans. It’s evident in the very first scene. The brave starfleet ensign is about to ram his spaceship against a huge evil alien ship that came out of a black hole – that’s the traditional Sci-Fi part and it’s done well. But in the midst of it his wife is having their child. The scene is also about this young couple, the future of their child and the fact that the new family is destroyed by this very event. This second layer of drama elevates the plot beyond superflous geekyness. It creates a story that can be watched and enjoyed by everyone. This is why my girlfriend really loved the movie. In the audio commentary, JJ and the others pretty much admitted that this was specifically one of the main goals for this move. I’m glad they succeeded.

Opening Scene of Star Trek

It’s geeky but it’s universally meaningful.

There is lesson in there for games too. Games are like Sci-Fi. They are niche and geeky. In order to open them up to other audiences we need to find ways on how to add that second layer to them. This doesn’t mean we have to sacrifice the geekyness. But we shouldn’t be satisfied by it alone.

Environmental Storytelling

Compared to how well that part of the movie was, I was very disappointed by many of the sets. For example, it seem like the team decided to shoot some of the interiors of the ship in factories instead on the stage. The idea was to create a sense of industrial purposefulness instead of the usual, sterile look of the series. The environments certainly do look very different. But they just don’t look like interiors of a ship AT ALL. Typical for a factory, they have a lot of very heavy and generously sized equipment. Lots of spacious voids. There is rarely a ceiling. the places where people can interact with the machinery are very far apart. The interaction is mostly mechanical – valves and handles. The template for Star Treks ships are naval vessels, especially submarines. If you have ever been to one, they don’t look like this AT ALL. They are very cramped. They have panels, displays and little compartments to store things EVERYWHERE. On a ship every volume is precious. It takes material to define a volume. Material is heavy. Heavy ships move slowly and use a lot of energy. If you look at something like the ISS, it becomes even more evident. Every surface in the entire station has a function. No space is wasted.

What the set designers seem to have failed to understand is that there are various flavors of purposefulness. The industrial flavor just clashes with the idea of a space ship.

But there is more. It often occurred to me that the warp core in The Next Generation was an ingenious piece of set design. It was a very clear layout. It looked big and powerful. Most importantly it provided different ways for actors to interact with the machine in a way that is easily understood by the audience. You never doubted that Geordi and Data are actually controlling the Warp Core from there.

TNG Engineering

Set design done right.

Not so much in the new Star Trek. Scotty is aimlessly running around in an amorphous maze of pipes, handrails and gantry-ways. The set conveys no sense of size, layout or relationship to the actors. It fails at contributing to the story. It fails to be a place.

New Star Trek Engineering

The actors of Star Trek seem to be lost in space.

And the engineering room of the Enterprise is not the only problem. The Romulan ship is even worse. Because that set was actually made on a stage. The story says that the Romulan ship is supposed to be a mining ship and it just doesn’t look like it at ALL. It’s a huge, dark cave randomly filled with curved platforms and dangerous looking things. The entire Ships looks evil but horribly impractical. There is just NOTHING about it that says anything else than: these are bad guys. And as with the enterprise, the layout is completely obscure. There is no sense of direction, no sense of how one scene is related to the next one. It’s just a bunch of evil looking backdrops. It’s a wallpaper.

Star Trek Narada

The evil ship of evilness… and yeah, mining or something.

Here is a thing where movies can learn from games. In games, the environment is often the central way of conveying meaning. You don’t think about it but most of the time spend on making a game is set design. It’s building all the pieces of environment, it’s putting them together, coming up with ways that players can travel trough them and explore them. It’s making sure the environments have the desired functions, that players can interact with them in a meaningful way. It’s making sure players can read and understand the environments. Finally, it’s making sure the environments themselves reflect the setting and the storyline of the game.

That’s why there is a tremendous amount of parallels between Architecture and Game Design. Telling stories using the Environment is an art form that games inherited from architecture and set design. But it is also one they completely taken over and pushed far beyond of what has been done before. Especially movies makes can learn a lot from them. And looking at Star Trek, they need to.

There is more to the movie but I think I said enough. I’m interested in what you thought of if.

A Post a Day Keeps Epic Fail Away

Recently at GDC I met George Kokoris who is eh cool guy, makes gaem design and doesn’t afraid of nothing. He just stated this challenge called #oneaday. The idea is to post something at your blog at least once a day for a year. And since this place has been awfully quiet recently I thought I join him.

Apparently Pete Davison from the excellent Squadron of Shame Podcast has been doing this challenge for a while now. Here is a nice recap of what it is and what happened so far.

So right now I’m enjoying the sudden increase in available time. Still didn’t get to even touch TRAUMA yet but I finished some long overdue projects to feed the ID. For example I finally got to watch some of the expensive special edition Blu-Rays I got. It always makes me depressed to see me not even having the time to enjoy the things I spend my money on. Plus, the best part about those are some amazing insights into the creative process of some successful productions. In this context, I recommend the Star Trek Blu-Ray. It is a big JJ Abrams wank but if you can see past that, there are some sweet details in there. I especially loved some of the comments on the opening scene. But I still have gripes with the movie I might post tomorrow.

I’m also increasing the amount of physical exercise I do. I will participate in a tryout session at the local gym today. I want also to increase my jogging frequency to twice a week instead of only once. I noticed that bad physical health can severely affect motivation. The effects are not that immediate and straight-forward as many people will let you believe but they can make a big difference in the long run.

All in all, like George I am restructuring my life a bit at the moment. My spirits are high and I’m certain I will be able to pick up TRAUMA this week too… but oh wait, what is this!? Oh noes!

Super Street Fighter and Silent Hill

A new challenger arrives!

IGF / GDC 2010 Wrap-Up

TRAUMA IGF Booth Caption

… but somehow I survived nonetheless. I recently saw that it is now one month since I returned from San Francisco. After my return, somehow my life exploded into an even bigger mess than before. It was a bit like in Burnout Revenge crash mode when you get an extra explosion AFTER you already exploded a couple of times. The burnt-out husk of what once was a car suddenly detonates once more completely abandoning all resemblance to vehicular objects and entering the realm of surreal sculptures. That was my life over the last month. The last time I worked on TRAUMA was in my hotel room before the GDC.

IGF Award Show

Speaking of which, the GDC was quite interesting. Here are some random observations.

  • It was too expensive. I said it before and I say it again. This is insane. The most interesting thing about the GDC itself was the Independent Games Summit. But charging 2000$ for participation in an indie meeting is INSULTING. IGF paid all the entry fees but the trip alone was already too expensive to afford it every year. I have to sell the Android phone I got to recover some of the costs. The presentations were cool but you will miss most of them anyway. So the GDC Vault with all the video recordings is much more useful. Sadly, GDC offers no “Vault Only” tickets.
  • No support from IGF? WTF?! The great thing about IGF is not the prize money or anything. It’s simply the free exposure all finalists get. I really enjoyed that part. What REALLY disappointed me about the IGF is the complete lack of any kind of service or support. Get this: during the ENTIRE GDC I haven’t men even ONE person responsible for the IGF. I received an email that told me when to show up to set up my stuff. I arrived at an empty pavilion with other confused finalists. There was no-one from IGF to even say “Hello” to us. When it was time for the award ceremony, I almost missed it because there was nobody there to tell us where to go. There was no attempt to facilitate meeting with other indies or judges. I felt like nobody from IGF or GDC gave a shit whether I was there or not. If you didn’t win the IGF, don’t feel bad. This is not the indie gathering you were looking for.
  • The best part about the GDC is the non-GDC part. A huge advantage of the GDC seems to be the fact that the entire industry is at ONE SPOT. So I had the time of my life at the self-organized brainygamer.com dinner. I also recorded a podcast with my favorite bloggers from Experience Points. Also I was able to meet a ton of amazing people at my booth. These are the things I remember most fondly from the trip. Because of them, the entire trip was definitively worth doing. But it bugs me that I technically did’t need the GDC to do that.
  • San Francisco is great Continuing on the non-GDC trail of thought, San Francisco is a great place to be. Especially the weather blew me away (literally and figuratively). It is an incredible spot in this planet and If I ever have the opportunity to spend some time of my life there, I won’t think twice. Protip – If you are ever there, try this:
    Krystian in the Roadster 1

    Krystian Enjoying the Roadster

    Krystian Driving Across the Golden Gate Bridge

Monster Guard released

After another few weeks of bug fixes, added features, redesigns, major balancing tweaks and more (community reported) bug fixes – my first (one-handed) indie game is completed.

The game is intended to be playable with only little time at hands (i.e. 5-10 minutes a day are more than enough) and still features favorite game mechanics: prepare & construct, producer & consumer cycle, shopping, collecting, leveling up, competitive comparison.

Continue reading “Monster Guard released”

TRAUMA will be a Facebook Game

I have been holding off with my GDC recap (coming soon!) because I was busy doing some significant changes to the TRAUMA project. Inspired by life-changing events at GDC, I have decided to make TRAUMA into a Facebook game. I am almost done with the beta and I am currently looking for beta testers.

Bill Mooney – a true winrar

There have been many interesting speeches and presentations at GDC but none struck me as much as Bill Mooney’s acceptance speech on behalf of Zynga recieving Game Developers Choice Award for creating Farmville, the Best Social Game. In an astonishing example of eloquence, stage presence and a heart-winning charm he revolutionized the way we see the indie scene by defining Facebook and the social games space as the last big realm for indies. See this speech here(starts at 27:50). Or read the transcript here.

Maybe it was because TRAUMA didn’t get any of the IGF awards. But it was there and then when I realized I have been going in a wrong direction all the time. I should have seen the signs earlier when Steve Jobs defined Flash as a dying technology. But it is finally all clear to me now. I now understand that the best tools to provide rich emotional, atmospheric, deep, profound interactive experiences are on Facebook.

TRAUMA will no longer be a Flash game. It will be a Social Facebook game. It will be a game where you explore the fragile mind of a female car accident victim by inviting as many of your friends as possible to play the game with you. You will then earn “Dream Coins” which you can spend to look in the accident victim’s mind for dreams. The actual search will be a cooperative rhythm game somewhat similar to Rock Band but with sad music. When you find dreams you can then send them as gifts to your friends or put them on your board for others to see. You can also spend Dream Coins for medicine or jewelry for your accident victim – but this is only optional. Of course, following the free-to-play model you can also buy Dream Coins for actual money. Subscribe to the beta now to get 500 Dream Coins. That’s enough to start your TRAUMA experience by giving your accident victim a CT Scan.

I know that this is a very different direction but times have changed now. In the end, I think the Facebook TRAUMA really tells the kind of story I was trying to convey in the first place. I hope you are just as excited as I am.

By the way: the Beta is still in development. I encourage you to post feature requests in the comments section.

Yes, as most of you figured it out – this is an April’s Fool joke. My plans on TRAUMA haven’t changed. The fact that TRAUMA didn’t win anything is not a big deal because being able to show the game at GDC/IGF was awesome. I find Bill Mooney’s acceptance ridiculous and the fact that he will be a keynote speaker at GDC Canada is just wrong. People with such poor sense of tact and understanding of the scene shouldn’t be allowed near microphones at all.

Preparing for IGF

I’m leaving for San Francisco tomorrow. Even though the game is still not quite done, I’m happy with the progress I made. Yesterday we did the mastering of pretty much every audio in the game. So at least the audio part is done and if we get lucky it might be in a final state at GDC/IGF. I also finished the intro and the endings which means I only need to get the 4 level epilogues done to have all the content finished as well. Almost… there…

Compared to what I’ve seen the other IGF Finalists do, the TRAUMA presentation will be pretty spartan. I did print a lot of sweet Moo cards. Visitors will be free to pick them up at my table. But I didn’t prepare anything other than this.

Moo Cards

I’m quite excited. I will be at San Francisco until the 19th so if you are interested in taking a look at TRAUMA or having a talk with me, go ahead and contact me.

Press Roundup:

Here is a good translation of a recent Interview with me in Polish. It’s form a Polish adventure game blog. The guys who run this site were pretty cool and polite. I enjoyed talking to them.

The Game Informer also wrote this piece on TRAUMA, if you haven’t seen it already. Their coverage of the IGF is pretty comprehensive and I like the visual design of that website.

In other news:

I picked up and finished Heavy Rain. It is not a flawless experience but I enjoyed it a lot and I think it is a title worth looking into. A quite thought-provoking experiment in games and narrative.

Also, I got myself a DSi XL. I already made a pass at the regular DSi and since I have a long flight ahead of me I thought it would be wise to upgrade my hardware. I like it a lot and I’m looking forward to play some of my backlog away.

That’s it for now. Whish me luck and maybe see you in San Francisco!

More TRAUMA Information

Short update on TRAUMA. I know things are getting a bit silent here. That’s mostly because I’m trying not to get swamped in work and get TRAUMA as much done as I can before the IGF. I’m still working on that Intro. I think I will wrap up some of the more complex CGI scenes that involve particle effects today. I must say I’m not impressed with the particle functions of the 3D package of my choice. Due to their limitations I have been forced to get into scripting and even that works very poorly. I will go with Blender for my next projects. If I have poor functionality, it can be at least for free and with a light-weight system footprint. But I’m finally through. here is a small teaser.

TRAUMA Accident

Otherwise here are some more Interviews and Articles on TRAUMA.

Kotaku has a Road to IGF Feature which I really liked. Surprisingly, some of the answers/questions didn’t make the cut for the article. Here is one I hated and liked at the same time:

Q: Name your favorite book, movie, album and game?
I have to pick one?! You are torturing me!
My favorite book would be definitively something by Stanislaw Lem.
My favorite movie is quite possibly something by Christopher Nolan.
My favorite album is a tough one – Wide Angle by Hybrid, Speak for Yourself by Imogen Heap, Discovery by Daft Punk, Emotional Technology by BT or Big Calm by Morcheeba. It’s like picking your favorite child.
As for games, I give up. I’ve played too many. Most of the time it’s the game I’m currently playing. Here is a random little-known classic gem that is not Zelda, Mario or Metroid: Mystic Quest on Game Boy aka Final Fantasy Adventure aka Seiken Densetsu.

If you speak German, here is an Interview with Spielbar.de – a Blog of the Bundeszentrale für Politische Bildung (German Federal Agency for Civic Education).

But probably most exciting, here is an article that REALY blew me away. Ryan Kuo, one of the IGFs judges wrote a short post with some thoughts on TRAUMA. It’s the closest you will read to a review of the game so far and it has some very insightful observations.

You don’t imagine yourself into the worlds of Half-Life 2 or Myst, because those games simply show it all. Trauma, meanwhile, is a game about imagining, where nothing is shown simply. A strange act of doubling therefore occurs: The blatant subjectivity and natural instability of the girl’s memories align with the obvious artifice of the game world, and this more accurately reproduces human experience than Valve’s and Cyan’s literal re-creations.

I’m really glad TRAUMA was already able to reach people like him. That article made me look forward to the release even more. And on this note, I think the current render finished already few minutes ago…

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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