Podcast Episode 3: HD Gaming

We still haven’t established a real posting pattern. So surprisingly, here is yet another exciting Game Design Reviews Podcast Show episode.

Download Episode 3 (47MB, 102 Minutes long)
RSS Feed for the Podcast
iTunes link

Join us on this episode as we geek out about the advantages and troubles of HD Gaming. We discuss our gaming setups and the experience we had putting them together. We also discuss quality issues and the style of the HD games.

  • 0:00:00 Introduction
  • 0:02:10 General Gaming Setup
  • 0:22:51 XBOX 360 versus Playstation 3
  • 0:36:32 The quest for quality
  • 1:07:32 Entering HD: The User Experience
  • 1:18:02 Conclusion and wrapup: How HD-Gaming Improved our lives
  • 1:23:80 Games That Nobody Played: This time the Polish über-underground super-retro Strategy game Kolony (Google translation from Polish)

Music as always by Dualton / Patrick Keuthen

Feel free to leave a comment. We are very eager to hear your opinion.

TRAUMA Preview

Hello again. I’ve been on a hiatus for some time to focus on finishing Illucinated for the upcoming IGF submission deadline. And I am glad to announce that I have been successful. Illucinated is now called TRAUMA. A tiny Website is available here. But most importantly, here is a (slightly blurry due to SD-Quality capture) gameplay video:

(YouTube Version here)

The game is very close to being finished. I’m currently working on some minor interface details (save game management, cancel buttons, etc..). Also, there is still an intro and some other animation work to be done. After that, it’s testing & bugfixing, prepping everything up for the web (preloaders, error management). I’m confident that the game will be released this year.

Until then, check out the Screenshots. I have also a Flickr album with some older behind-the-scenes photos.

If you like, you could help a Indie Game Designer by spreading this among your friends. Also, I would be very glad to hear some feedback from you. Please, do go ahead!

Episodic Gaming Fallacy

Here is a quick thought I had recently. Fable II was just released in episodes on XBLA. Also, Episodic Gaming has been discussed in one of the recent Brainy Gamer podcasts. The idea is: instead of releasing one big, long, expensive game, you chop it up into small pieces and release it cheaper and individually. And you always produce the next episode while the previous one is being distributed. If a series turns not to be popular you cancel the development of further episodes, limiting the financial risk. Basically, you adopt the model of TV series.

Here are some problems with that I haven’t really heard being discussed anywhere else:

  • Unlike TV production, game production doesn’t scale down so well. There is a tremendous amount of work to do in order to establish the base technology for a game to work at all. Compared to that, sheer content production is cheaper. Because of that, the game model works THE OTHER way around: the up-front costs are so high that you NEED to produce a huge full-size game and even a bigger sequel before the initial investment starts to pay off. If you release the game in smaller episodes, the pilot episode would end up costing almost as much as the entire season.

  • The consumer behavior actually doesn’t work so well for an episodic model. Right now, most gamers have huge backlogs. Gamers tend to buy games and don’t even open them. Finishing a game just takes a lot of time and rarely anybody has that time. If games were released episodically, gamers would probably just buy the pilots and the first few episodes. The latter episodes would sell much worse. In all, each gamer would end up spending less on each game on average. There is no reason to believe that games would sell more in total to offset that loss. For adult players, money is not the limiting factor – time is.

  • One last thing I noticed while working on my current game. Releasing games in episodes heavily limits the kind of cohesiveness of the world you create. So for example, it would be very difficult to release something like Metroid episodically. You could package one part of the huge world into an episode. But one great feature of Metroid is re-visiting older parts of the world with new skills to open previously closed passages. In order to release Metroid episodically you would need to design and anticipate every ability the player would have at the end of the game already in the pilot episode. Again, this comes back to the first argument: you would need to design and develop the entire season already before the pilot episode, making the pilot almost as expensive as a full-size game.

Am I missing something? What do you think? Have you tried the episodic Fable II? What did you think?

Podcast Episode 2: Flower, Square/Enix Concert

We are currently trying to establish a regular podcasting pattern. Or goal so far was 2 weeks but since it’s the first podcast we do, there might be delays. Like this time. But anyway, here is another exciting episode.

Download Episode 2 (42MB, 90 Minutes long)
RSS Feed for the Podcast
iTunes link now availible!

In this episode, we come back to GDC Europe once more to discuss the Flower keynote by Kellee Santiago. Also, we discuss a recent Square/Enix symphonic concert we visited. Finally, we talk about Battlefield Heroes, FPS controls on consoles and rom cartridges. Here is a more detailed breakdown:

  • 0:02:40 Flower: motion control
  • 0:09:00 Flower: prototypes & maintaining vision
  • 0:20:30 Square/Enix concert
  • 0:33:45 Secret of Mana
  • 0:43:25 New audience in concerts
  • 0:49:52 Battlefield Heroes
  • 1:07:00 FPS controls on consoles
  • 1:16:05 Bad experiences with ROM flash cartridges
  • 1:25:25 Games That Nobody Played: Lost in Blue

Music as always by Dualton / Patrick Keuthen

Feel free to leave a comment. We are very eager to hear your opinion.

Daniel Cook’s “Fishing Girl”

fishinggirl

I have been mean to Daniel Cook in the past (oh yeah, it goes way back doesn’t it). It was probably mostly undeserved, seeing how how he was one of the inspirations for this blog in the first place. It feels especially awkward when he releases something as cool as “Fishing Girl” (together with Eric Woroshow).

If you follow his Blog it might remember you of one of his challenges. “Fishing Girl” is just that. Polished to the max. It’s 10 Minutes of very carefully designed, very well-crafted game design with very simple goals. It has almost one-button controls. It has some mechanics that allow for surprising depth. It has a cute surprise ending (which they give away in the Trailer! Thank god I haven’t seen it before I played it! Don’t look!) and it costs only 1$ (80 MS Points) on XBLA Indie Games. If you have an Xbox, what are you waiting for?!

I really love the idea of having a very short, simple experience and just putting all the effort into making sure it works perfectly. It’s a very refreshing approach in a world where “20h+ of Gameplay” is considered a good thing. In the end if I had to come up with a critique I would maybe ask for more meaning, more thematic depth. Right now it’s a little superficial cuteness. But I won’t. Ask me again after they released their 5th game. Because it would make me very happy if they would.

Thank you Daniel! Thank you Eric!

Videogames in other media: Gaiden

Modern family playing DS in underwear

Just rediscovered this image on my phone. I took this photo a few months ago in Taiwan. Note how Nintendo DS is used to enforce the “new stylish MOMENT”. What I’ll never get is why fashion ads in Taiwan often feature Caucasians – certainly that’s the current global beauty ideal, but the typical anatomy proportions are just so different so the self-projection doesn’t work. There’s no way Jude Law’s look would work for me.

For big brands, I can see identity (and maybe economic) reasons for creating globally unified ads. But this crappy no-name ad just seems awkward to me. But I digress. It WERE the DS’s that caught my eyes.

Podcast Episode 1: GDC Europe & GamesCom

Finally! We are happy to announce a new feature: the Game Design Reviews Podcast Show! We try to podcast every two weeks. Here is episode one:

Download Episode 1 (46MB, 99 Minutes long)
RSS Feed for the Podcast
NEW! iTunes link now availible!

This episode we sat down together, did a small introduction of who we are and went on discussing the recent GDC Europe and GamesCom. Here is a more detailed breakdown:

  • 0:00:00 Introduction
  • 0:01:49 About us
  • 0:08:13 First games we played
  • 0:23:20 About the Blog
  • 0:28:51 GDC Europe: Organization & Pricing
  • 0:42:26 GDC Europe: Crytek & Technology
  • 0:55:57 GDC Europe: Alan Wake, Heavy Rain & Narration in Games
  • 1:24:04 GamesCom: Scribblenauts, News Super Mario Bros
  • 1:32:24 Games Nobody Played: Anno 1701 DS

Some links and additional show notes:

Feel free to leave a comment. We are very eager to hear your opinion.

PS3 Slim – Further Impressions

As I have already written, I have a PS3 Slim. Now that I have been able to test it some more, here are further impressions: Continue reading “PS3 Slim – Further Impressions”

Scribblenauts Videos

A post a day keeps the… something away. I don’t care, ok? It’s just a good idea in general.

We were recently at GameCom where I had the opportunity to check out Scribblenauts. And check out I did. I played it basically at least once every day I was there. It was an awesome booth and it is an awesome game. Will pick it up on release.

I made a post on the GameSpot forums and on Twitter to collect ideas of things to try out in this game. People sent in some cool suggestions. I made photos and videos. In case you missed those, here they are:

Also, check out my Flickr album with a ton of GamesCom and Scribblenauts photos!

PS3 Slim – First Impressions

So even though this is not a holiday season, I must inform you, dear readers, that I have in fact, bought ONE PS3 Slim. I have one in my living room. That’s it.

Jokes aside. I thought I write down some first impressions, just like I did with my XBox 360

Continue reading “PS3 Slim – First Impressions”

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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