Ulysses

And now to something completely different. I just finished Ulysses. Finally! I got the book as a birthday present from my girlfriend in 2007. I immediately read the introduction but after a few pages of the actual book, I realized it wouldn’t be a book I could read en passant. So I put it away and concentrated on my thesis project. Finally, after a year or so my girlfriend decided to kick my butt, bought her very own copy and we started reading it together. Even with her support, it took a loooong time. We had long breaks in between and most of the time, she was a chapter or two ahead of me. I overtook her eventually and in a coup de grâce, I finished it this weekend.

Ulysses

Was it worth it? Is it a book that should be in the shelf (and it the head) of culturally interested individual? (More after the jump…)

Continue reading “Ulysses”

First Impressions: Burnout Paradise & Mass Effect

I’m currently cutting my blogging and commenting to a minimum to concentrate on my work so I apologize if I haven’t been too responsive in the last days. Nevertheless, I have briefly tried two new games and I would like to hold my first impressions to possibly pick them up later.


Burnout Paradise
With the Ultimate Box out I thought it was a good moment to get that into my library. I think Zero Punctuation got it pretty much spot-on: it seems like the logical progression to go from the modular tracks of the old Burnout parts to a free-roaming game that is Burnout Paradise. But there is an important difference. Racing is about going fast on pre-defined tracks. If there are no pre-definded track, players must choose their own track IN ADDITION to going fast. Navigation is a pretty demanding task and Burnout Paradise doesn’t really help with it. I already played enough to get the Burnout License which could be called the casual playtrough. I’m still don’t feel anywhere near to familiar in that convoluted city.
On the other hand, the way Criterion has been working on making Burnout Paradise a whole PLATFORM rather than a game is quite impressive. I applaud that. Also, I haven’t even tried online yet and I’ve heard it makes up a big part of it’s appeal. The problem is that right now, I don’t seem to have the time required to get familiar with the city on order to enjoy it with other people. I miss the old days where you would just have a track and grind it for milliseconds *sigh*.


Mass Effect
Oh look, it’s a massive Dancing Bearware. Which means the impressive thing is that this behemoth of a game works at all. It’s constantly glitching, you discover barren or unpolished parts from the very first second. The worst is the interface design. It’s downright insulting. Every single design screen has a MAJOR usability/information design flaw. I’m not kidding! I’m keeping track of them and will point them all out in a Game Design Review. All this makes the game more difficult than it actually is.
But then you run into some very fine crafted islands of win. Some characters look stunning. They also hired some smart scientific advisor to write plausible high-quality science into it. In the end, when you get to control your spaceship, it becomes very much like a next-gen version of the evergreen Star Control II. So I’m a bit ashamed that I was somehow… hooked.

My desk

Nothing spectacular. I wanted to answer a friend’s blogpost but realized the need for an image, so here goes my minor Ikea hack.

Continue reading “My desk”

DOS System Font

From me to you with love: the DOS System Font

A faithful recreation of the DOS / IBM PC System Font. Monospaced with very short descenders and thick font weight for better readability on low fidelity CRT displays. Makes me want to optimize AUTOEXEC.BATs all over again.

Including original “More Latin” characters and custom made “Extended Latin A” characters for good international compatibility.

Reinventing Dialogue

The task for this month’s Roundtable is very intriguing and quite challenging:

February’s BoRT invites you take a game design suggested by another blogger in last month’s Round Table and build upon it. You should ignore the literary source of the original design, but attempt to communicate the same themes and/or convey the same mood as the proposed game.

I really like those kinds of exercises. We did a couple of the during my design studies and it is really a great way to practice iterative design techniques. It is also quite exciting seeing other people take upon (and totally trash) your ideas like I’m quite possibly about to do now. Here’s a teaser:

Who Killed Fyodor Karamazov - Interview Screen Mockup

For my entry, I picked up Kylie Prymus’ “Who Killed Fyodor Karamazov?”. I already talked a lot about it in the comments and in the BoRT podcast because it struck a topic I was digesting in my head for a while now. So if you want to hear my take on his initial idea, here it is:

Continue reading “Reinventing Dialogue”

Hawx

Now here is a surprise: I gave the Hawx demo a try and I felt compelled to write about it. It is a Tom Clancy game about modern air combat. Now, I could go off on a tangent now how I hate military and how I found myself surprised playing Call of Duty 4 – I guess it is mainly because of its narrative qualities. Hawx seems just exactly like the dull “War is awesome, look at the technology”-type of bullshit I would avoid for miles. Even the name sucks.

Yet, I saw things in the demo which made an impression on me. They introduced two very interesting gameplay tweaks which might have the potential to turn the tables for the whole combat flightsim genre.

First, you get some automatic assistance to perform cool maneuvers. So whether you are attacking a ground target that is hidden between houses, want to get behind an enemy airplane or dodge an incoming missile, you can press a button and you will get a virtual corridor of gates you have to fly trough to get yourself in the correct position. This feature addresses a lot of problems I had with modern combat flightsims. You never really knew how you are supposed to react to incoming missiles. Whenever a missile was inbound I would freak out and try to do some fancy maneuvers and the missile would hit me anyway. Also, getting behind enemy planes always was very annoying because at the speeds of today’s planes the enemy is a formless blip on your HUD most of the time. It is impossible to judge distances, velocities and flight directions properly. The automatic corridor thing really help perform the cool flight tricks you want to do.

But the most impressive feature is the second one: you can double tap a shoulder button to enter a totally different mode. They call it “disengaging the limiter” or something. Basically, the camera suddenly zooms VERY far out so your plane appears very small. It also doesn’t point in your flight direction but pivots around your plane to focus on important objects like the selected target or incoming missiles. In this mode, you can use air brakes to perform outrageous maneuvers. The team took upon many super high-tech developments in hyper-modern fighter jets called “supermaneuverability”. It looks like and it is actually what drifting is for car racing: you intentionally get the plane in a position where it is almost out of control but you recover before you totally loose it so you can perform mind-boggling tricks. This stuff is actually real too, you might be familiar with the Cobra Maneuver?

Well, you can do all that and invent your own tricks in Hawks. It’s all there just by the press of the button. With the very unusual camera, you get a good feel for your spatial movement and you can actually use these tricks to dodge missiles without assistance and do some insane dogfights. It all feels very natural and freestyle.

As I said, both functions are potential game changers and could revitalize the genre. You can see both features in action is this video:

I have only one problem. I can imagine that it gets old very quickly. After all, all you do is fight planes and tanks over and over again. I think the new mechanics would benefit from a sci-fi scenario with a wider variety of challenges. Think fights against giant Monsters, Independence Day Ufo’s, Robots. Especially the freestyly supermaneuverability mode could be used to set up some pretty awesome levels. Until then, I might pick this one up and if you have a 360, try the demo and tell me what you think.

Wiicked

Actually, this one should be posted by my colleague Yu-Chung Chen since it was more his work bit he is busy or recovering or lazy or ass.

We recently did a nice project at KISD where we experimented with the the Wiimote and Flash. I was only involved as a supervisor, Yu-Chung actually did some (pretty hardcore!) development. Even though the results were still in an experimental stage, they were nothing short of amazing!

We will post some videos soon. Until then, here are teh photos:

Makeshift sensor bar 4

I really do hope that at least some of the guys will decide to continue working on the project as there is a lot of potential there. We will try to get it exhibited at the upcoming GamesCom.

Casual Connect Europe

I’m back from Casual Connect Europe.

OMFG

I had a great time! The presentations were ok. I guess my problem was that most of them were either producers or from marketing and so the topics they covered were a bit remote and dry. We need to change that! Game Designers need to get more involved, especially the small flash developers!

But I was happy with my talk (video coming!) and the thing that made it all worthwhile was the opportunity to get in contact with a load of very interesting people. So if you are raeading this: you guys are awesome! Thanks again to Mr. Badim for having me!

Cool News!

Some cool news:

I will be doing a presentation of my Excit Post-Mortem at the Casual Connect Europe conference in Hamburg at the 12. February. If you are going to attend, feel free to visit me!

The funding for the institute I helped establishing has been confirmed. The Cologne Game Lab will happen. Our first task is to offer some amazing Workshops for the upcoming GamesCom. Later, we will also offer a Masters Course in Game Design and Research. Keep an eye out, it will be awesome! Website coming up very soon…

In other news, I’m did some major work on Illucinated. I’ve finally got the concept and the story in a row. The feedback from my… em… casual gamer representative wasn’t as encouraging as I hoped but I decided to push forward anyway. If there is one thing I’ve learned from Fruchtplan, it is that sometimes you have to dare to do something that’s not immediately understandable. It’s more important that I can live with it and that it represents my beliefs and values. The new always appears strange at first. I’m currently setting up everything with incredibly crude placeholders. The 4 levels are in place along with the major “puzzles”. Next, I will be working on “sub-quests” and bonus items. Still to do: writing the script, recoding the voices, doing the animation and setting up everything so it can be played over the Internet. But I feel like I’m over the hump now. Design is the hardest part.

Illucinated - Placeholder

And more personal:

  • Finished LEGO Star Wars with all achievements. Spent 50 hours on it. Looking back, I think went too far. Will write a review on that.
  • I finished Gears of War on casual and continuing on hardcore. The game is much better on cooperative mode, even with strangers.
  • Finally finished Area 5 on REZ. I like the bonus features. Will play it some more – it seems like a game that one should know better.
  • Got Eternal Sonata (only 10€ in Germany) – should have been called “Eternal Cutscenes”. The Graphics are so bright and sweet, I don’t know if I’m supposed to drool or puke. Also, I don’t like how they handled the subject of the iconic Polish national hero that is Frédéric Chopin. The game is way to ignorant to Polish culture. On a positive note, the combat system is nice. Very action-oriented with a tactic twist and some lucid, polished information design. Made my JRPG-brain-cells wake up from a long period of starvation.

Fonstruct now with spacing

I’m in a bad mood but this one cheered me up a bit. I already wrote about the awesome font creation tool Fontstruct before. I checked them out again and guess what: they FINALLY added features for letter spacing making the toolset pretty much complete. This is a free, simple, sexy and incredibly powerful tool for creating and manipulating fonts. A must-bookmark! I updated my 3 fonts a bit and with the new features I might be inclined to even complete a 4th one which I abandoned back then due to lack of spacing features. Here are they:


This one is a clone of the Link’s Awakening font. I adjusted the word spacing so it is more legible now. Note that you will have LOTS of foreign characters with this one. Them italics need room!


This is a clone of Arial in 9pt. It includes a few of a bit screwed up characters but sticks faithfully to the original. I made this because Arial sometimes messes up the spacing at this small size even if the letters stay legible. Great if you use Flash and want to ensure that your Arial stays crisp and legibe at this small size. Also it will look the same on pc and mac. This one also includes a ton of foreign characters.


This one is an adjustment of the excellent 04b03 font which I think is the smallest you can go with a pixel font. I know they are smaller ones but those are clearly beneath the legibility threshold, especially in longer texts. Reading text with this one may not be comfortable but reasonably possible. My only alteration was making the 1 equally spaced as the other numbers so you can print number in columns. Useful if you need to output a lot of numeric data in little space and still want to keep things legible.

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