Fontstruct

In Game Design and Development, you often need fonts that match very specific criteria. For example, you might need a 9 pixel high font with monospaced cyphers to display numbers in tables at a high resolution. In linear media, you can get away with using a standard font and just tweaking everything by hand. In games, fonts need to work dynamically and tweaking kerning is not an option (or at least difficult). Designing you own fonts used to be expensive, difficult. Game designers often had to rely on their own custom-made font systems. Recently, I found this:

Introduction to FontStruct from fontstruct on Vimeo.

It is basically Flickr for Pixelfonts with an online-editor. And then they went even a step further by allowing not only to use square pixels but also different elements to construct letters from. I think the video shows it quite well. It is awesome! And highly addictive too! The Editor is simple, slick and very fast to use. Because of the pixel-based approach, creating custom fonts takes just a few seconds per letter. I spontaneously made a Arial 9pt (Size=”1″) clone

Also, I realized this is the first serious Web Application I used and I enjoy it very much. Having a specialized Pixelfont editor on my Hard Drive seems not a smart thing to do if I would use it only a few times. This way, I save resources, sharing is easier and the Fonts will remain saved even if my computer system is re-installed. It made me re-consider that working this really might be what computer software will evolve into. More about this idea in a recent TED Talk.

Game Boy Micro Faceplates anyone?

Oh Nintendo. Why do you torment us so much. Recently, I’ve borrowed Super Mario Advance 4 from Yu-Chung. The whole Super Mario Advance series makes me just furious in itself. It’s bad enough they are re-selling old (OLD!!) games for the price of a new game. Back in the SNES times they at least had the decency to sell them all in ONE SINGLE COLLECTION. I find the idea of reselling them AGAIN one game at a time quite outrageous. Being such a disgusting idea, they appropriately chose to completely muddle the numbering of the sequels. Super Mario Advance 4 = Super Mario Bros. 3 … Thanks Nintendo, and fuck you, too.

But the reason why I write that is that borrowing the game made me use my GameBoy Micro again which is a device I adore for its sleek design, incredibly small size and amazing crisp screen. And I would like to use this place to just vent my anger about how Nintendo (or any 3rd companies) did not provide its users with enough of an important accessory: the replaceable faceplate. You see, being a great product, you can simply replace the front plastic faceplate of your GameBoy Micro with a new one if the old one gets scratched or boring. The problem is there is no such thing on the market. You can search for a long time and all you find are just rubber sleeves or hardcases but no acual replacement-faceplates. If you find them (I did and unfortunately spend money on them) they are butt-ugly and poorly made so they will stick out of your device making the buttons shallower and yielding uncomfortably when you apply pressure on the device.

So please dear Internet: if you know where to find decent GameBoy Micro faceplates, tell me. Or just send them over so I can bathe in them while playing Super Mario Advance 4.

Programming is Easy; Production is Harder; Design is Hardest.

New talk from Jonathan Blow. This time, he was on Game Focus Germany. This conference kinda COMPLETELY slipped under my radar. Too bad, I would have loved to meet Jonathan in person. Note: Visit Game Focus Germany next year.

As for the talk. He raises a question we already discussed before: why doing games if you can do so much other things. I like his observation of the different qualities of programming, production and design. Programming is very hard to get into but when you got over that initial hurdle, it is easy to improve. Design is exactly the other way around: it is easy to have SOMETHING but to improve upon that something is very difficult. That’s because – to quote from the move Solaris – “There are no answers, only choices”. Seems like I did study the right thing after all. ;-)

However I totally disagree with his strategy of making games. Spending 3 years on a game really seems like a lot of time and the thing with Molly Rocket is even worse. I have seen this a lot during my studies: designers sometimes can’t stop designing because they think they don’t have “enough”. Meanwhile, they passed the point of coprehension months ago. You can’t improve in Design if you make no experiences. Gaining experience means releasing games. Of course, just spamming the world with pointless games is not a strategy everybody should follow (I’m looking at you, newgrounds.com) but I think to some extent, it is healthy to let go of some of that Perfectionism, keep things simple and risk shooting below your expectations. “Everything in life is just for now” anyway. If you spend 3 years on a project, chances are your expectations are way too high anyway. It is also a sign that you might not have enough experience in releasing games to be able to judge the impact of your product.

I don’t understand GDC

Seriously, what’s the deal with GDC? I was curious about visiting the Indie Game Summit the next year but every time I check out something about GDC, I get struck by the ridiculous pricing. This is even BEYOND ridiculous, it is totally unacceptable. And it makes even LESS sense if you consider that they feature a Indie Games Summit. If you charge 1500$ for entry, what kind of “Indie Game Developers” are you addressing exactly? Because somebody doing “Indie Game Development” and having that kind of money to spare seems like a contradiction. For me, 1500$ is serious money. For that kind of money I could buy the WHOLE Adobe Master Collection or a new PC or I could pay my rent for 3 months which is enough time to get a decent flash game done. All of this would benefit me more then anything the GDC has to offer. Maybe I miss something, could anybody explain it to me?

Oh yeah and the kicker is that they have a students pass for barely acceptable 75$. But then it doesn’t cover that “Indie Games Summit”. WHAT?!

The Abrupt Goodbye

I’ve just stumbled over the following excellent user-generated content game experiment over at Pocketwatch games. I love it, I just spend half an hour expanding the dialogue tree.
http://pocketwatchgames.com/conversation

Basically, it is very simple. It is a multiple choice dialogue between two persons with up to 5 choices. Players can play as either of the two characters. If there are less then 5 answers, players can type an answer by themselves and it will be stored in the database and used in future conversation. It is so simple, yet so effective and mysteriously engaging.

"Having that sort of information gap is sort of like a puzzle or a riddle."

This quote from the Wired.com interview with the director of Super Mario Galaxy reactivated a thought I had a while back.

I was thinking about how reward schedules are so freuquently thought of one of the primary forces to drive player motivation and fun.

There must be something else, something that occupies the intellect more than behaviorism. The Do, don’t show-article got me started. I figured a big part of the idea behind it (and behind “show, don’t tell” in linear narrative medium) revolves around discovery. Not in the sense of “exploration of an elaborate game world,” but “figuring out things yourself”.

Someone said to me once, “when designing, if you ask the right questions, the solution will manifest themselves.”

Somewhere else I also read that the mind has a hard time forgetting an unanswered question. But once the solution is found, the question is filed away into the long-term memory, or simply forgotten if it turns out to be trivial information.
(I think it was in Steve Pinker’s How the Mind Works or Daniel Gilbert’s Stumbling on Happiness, but I’m not sure. Sorry. Maybe someone can jump in here?)

So the idea is: Formulate “the right question” to be the gap between the player and the goal, and the player will want to fill it in themselves.

The in-game reward might still serve as a positive reinforcer, and the resolution, the aha-moment, is arguably the ultimate “reward” for the intellect. However, the motivation to fill the gap is not driven by the desire to acquire that readily provided reward, but curiosity.

Edit: To further clearify where I’m getting at, consider this. In a platformer (Mario, 
for instance), if you see an inconspicuous coin floating somewhere in a seemingly unreachable position, chances are that you want to get that coin more than those lying on the floor. In that moment, whether the coin has any “benefits” to your game stats is irrelevant, it creates but a teaser, a trigger to go there, a proof that it is reachable, an “attractive gap”.

This might sound obvious, either because you already knew that (since this is how all puzzle games work) or because great concepts always sounded obvious once worked out ;) (it took thousands of years for the humanity to develop positional numeration).

At any rate, verbalizing this thought is important for me and my next step of experimenting with this concept, while hopefully questioning some of the typical reward structures.

Three Months Later

*PING* I’m still there. I took a three month break to get some thing done, I read a bunch of books, played some games. I will do my best to more frequently soon. Here are some exciting things that happened meanwhile:

Metroid Prime: Corruption
Great game, I completed it three times – once on every difficulty setting. It is a masterpiece and a benchmark for shooter controls for the Wii. Also, it is very easy and short but 10 hours in heaven is better then 9 hours in heaven… it might be also better then 20 hours in heaven, you can get sick of anything…

Zelda: Phantom Hourglass
Another benchmark for controls from Nintendo. This one even more impressive then Metroid. Again, awesome game, much better then Zelda: Twilight Princess. Did a short girlfriend test and it worked great for her. If she wasn’t away in England we would be probably playing it together right now. We still might in future.

Resident Evil 4: Wii Edition
Because the game is heavily cut in Germany, I had to import it from England and could play it just recently. Great game. Controls are a bit of a let-down after Metroid but they are alright. I think the most impressive are the really amazing graphics and the shitload of content. I especially love the “separate ways” bonus missions, where you replay the story from the perspective of another character.

Lost in Blue 2
I wrote a lot about the first part so I HAD to play the sequel. My first impression were very good. They addressed a lot of things which I had criticized. Unfortunately, the game gets a bit messed-up towards the end. I haven’t finished it yet but I will soon and I will comment on it.

Animal Crossing
Just picked it up recently. I was inspired by Beedle’s ship in Zelda which has new goods every day. I got into a habit of checking every day for new ship parts which is basically how Animal Crossing works so I got curious to try it. I like it so far. Will write about it.

Endless Ocean
Hold on tight: I bought this instead of Mario Galaxy. It’s crazy, I know. I will play Mario Galaxy some time but with that many games on my shelf I wanted something which doesn’t require so much attention and work. Also, I was a bit curious how that works because the game idea sounds so unbelievably crazy. I love it! It has it’s flaws and I will talk in great lengths about them but I think it is a great title and inspires me a lot!

Excit
We posted an old, very simple casual flash game we did in three forums. We were completely blown away by the attention it received, especially since it wasn’t the first time we tried to make the game public. Right now, we had 300,000 views, we are running ads on it and it is doing well on Kongregate. We are collecting tons of experience about game distribution. It is really exciting and I will post about it soon!

Anno 1701 DS
Played it some time ago and I liked it very much. It is also a great game for the DS with some outstanding controls. I might post about it soon. The fun thing is that we have good connections to the developers of that game so we even might get some insight into the development of the game.

Another Talk by Jonathan Blow
This came in just today. Great speech, will post comments soon.

Internalized Play

Recently, I’ve been reading a lot of books. A big pile slowly accumulated on my desk and I couldn’t watch it anymore. Slowly, I’m arriving at the bottom of the pile so soon I will be able to… buy new books!

I have learned a lot of stuff and I will talk a lot about it. One thing however is so cool I wanted to write it down very quickly. The book I’m reading just now is “Psychologie des Spiels” (”Psychology of Play”) by Rolf Oerter. It deals with (drumroll) psychology of play but more explicitly it is a book about “Entwicklungspsychologie” (”Development-psychology”). It is a book about children. Never the less, I find it extremely interesting and highly relevant to game design.

Continue reading “Internalized Play”

Link: Formal Analysis of MGS2

I found this link with a formal analysis of Metal Gear Solid 2. I have not yet read it completely but please take a look and tell me if you like it:

Driving Off the Map (located at Delta Head Translation Group)

Jonathan Blow Interview on MTV

Just yesterday, I had a very serious discussion with Daniel Renkel about.. well just about everything. We got into a very heated debate about what we both expect from our work and inevitably what we expect from our lives. Without getting into details one of the raised questions was how important money is and how important the “message” of your work is. It seems like the old art vs. money debate but I really think this is just too simplistic. But rather then explaining my point again, I will use other people to do that for me.

As if ordered, I just found this interview indie game designer Jonathan Blow. I really begin to like this guy because increasingly I find him doing lots statements about things I find extremely important. Here are some quotes which illustrate my point in the mentioned debate: Continue reading “Jonathan Blow Interview on MTV”

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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