Thursday, July 16, 2009

the wonders of twitter

. . . don't worry, it's videogame related!

Twitter has recently emerged as the new social media phenomenon, and its arrival has seemed to trigger wildly different reactions from individuals. I personally know people who have embraced it, people who have become obsessed with it, people who are repulsed by it, and people who just plain ol' don't get it. The rest of this post is for the latter two types.

If twitter's role as an effective tool for the free flow of information after the recent events in Iran was unable to crack your cold, dark hole of a heart, perhaps this will do the trick. Admittedly, this story does not carry the emotional or inspirational weight of the Iran election saga, but goddamn if it doesn't hit that nerd nerve somewhere inside of you.

Earlier this afternoon, Soren Johnson, whose design credits include Civilization 3, Civilization 4, and Spore, responded to a talk by Denis Dyack (read about it here). Dyack's claim that game narrative may eventually overshadow gameplay incited Johnson to respond via twitter:

SorenJohnson: Hey Denis, if you put the narrative in front of the gameplay, you are no longer making a game. You’re making a movie. http://bit.ly/193Qdz

His tweet set off an enormous, emergent conversation about the nature of game design and game narrative that included some notable industry veterans. Participants ranged from Brenda Brathwaite, a professor at the Savannah College of Art and Design, to game designers such as David Jaffe of God of War fame and Clint Hocking, designer of the first two Splinter Cell games as well as the recent Farcry 2.

I was going to try and post a few excerpts of the conversation here, but a combination of my innate laziness and the fact that the conversation reads much better as a cohesive unit has led me to simply point you in the right direction.

The conversation can be found on Twitter by searching #gamedesign or by clicking here for the much easier to read version. (via in_orbit)

The discussion ties very nicely into Hocking's recent post on his game design blog (found here) about the differing nature of authored narrative and emergent narrative. However, equally interesting to the conversation itself is the way in which it happened. Sure, the 140 character limit isn't ideal for detailed argument, but how else but twitter could an interaction between some of the game industry's brightest minds develop completely spontaneously and for all of us to read?!

Wednesday, July 15, 2009

teeworlds

What do you get when you mix the 2d action gameplay of Soldat with the cartoony aesthetic of the Kirby series?
Answer: Teeworlds.

The game is still in beta, but seems pretty feature-complete already. It looks great and plays even better. Grab it for free here. Mac, Linux, and Windows clients are all available.

Monday, July 13, 2009

gotta cap 'em all

I feel like I'm fifteen again.

Sunday, July 12, 2009

a lesson in level design vol. 2



level design lesson: to the right, hold on tight

much of the following is informed by friend and comrade jeremy penner’s breakdown of design trends in super mario bros. for further reading, see his “breaking the law of miyamoto” in the gamer’s quarter issue seven. i’m also indebted to eric-jon rossel waugh for the metaphor of verbs.

games (digital or otherwise) are composed of rules. certain rules give the player liberty to change the state of the game (the “game state”) in specific ways: i like to call these “verbs,” as in the part of speech. if mario is the subject of most of the sentences in super mario bros.’s story, then “jump” is the verb that most often follows - jumping is so crucial that it gets its own button on the control pad.[1] the idea of jumping into a box to open it or onto an opponent to defeat it makes little sense out of context, but since the player’s foremost means of interacting with the game is through the verb JUMP, all of the game’s elements have been designed as potential objects of that verb.

continue->

[via auntie pixelante
]

Saturday, July 11, 2009

gotta catch 'em all


I feel like I'm twelve again.

Monday, July 6, 2009

a wonderful trend


Who knew that legitimate, video game satire would develop in the form of free flash games? Honestly, it makes a lot of sense. Browser games are cheap, easier, and are available to a mass audience, while still allowing for concise, pointed experiences. Not to mention that it doesn't take very long for these game designers to make their point loud and clear anyway. Joining You Have to Burn the Rope, a 2009 Independent Games Festival finalist in the innovation category, and Achievement Unlocked, the newest entry in games satire is Upgrade Complete, a game in which the goal is to upgrade everything humanly possible, even the menu, graphics, and copyright information. The one thing that all three of these games have in common is that they are satire, not of video game content, but of their mechanics, and they do so by ramming the mechanic down your throat. Even then, I enjoyed the fuck out of all of them despite each game's intentions, which probably says more about me than the games.

a lesson in level design


level design lesson: in the pyramid

last month i met with charles pratt of game design advance to record a conversation that should hopefully be available for to insterested eavesdroppers sometime soon. one of the subjects we discussed is the stupifying lack of discussion, decades after people started piecing together digital games, on the art and craft of level design. a week ago, playing through satoru okada’s super mario land for the gameboy, i realized i could probably teach level design just using scenes from that game.

here’s one. this area (click here for a bigger image) appears halfway through super mario land’s stage 1-3, the third stage of the game[1]. numbers in brackets indicate footnotes, by the way.

continue->

[via auntie pixelante]

Sunday, July 5, 2009

good read

Live and Let Die

So, what started as an experiment by Ben over at Sometimes Life Requires Consequence is starting to pick up steam. It's been tagged a couple times now at Game Set Watch and Kieron Gillen over at Rock Paper Shotgun blasted some buckshot his way in today's Sunday Papers. Already at least a couple other players have taken up the 'challenge' and are trying the same thing. In at least one case, some form of tragedy has ensued (and in some ways the nature of that tragedy is the subject of this post.)

Not to steal Ben's thunder, but here's some history on how these 'permadeath' playthroughs began.

continue->

[via Click Nothing]


exciting news!

Independent game company Polytron Corporation has just announced that their game, Fez, will be coming to Live Arcade in 2010. I am beyond excited.



Here's the trailer and all its perspective switching deliciousness:



FEZ TRAILER 2 from fish on Vimeo.

worm buttholes

Just to show you how committed I am to keeping this blog serious. Here is a shitty picture of a worm sphincter:



Jeff's Reasons Why: Independence Day Unjoy

1) Not enough swimming
2) Too much bbq causing indigestion
3) Not enough smoking
4) No fireworks :*(
5)No answers to my WTF in Lost
6) Did not get a cake proportional to America's size

So these are my reasons why America's birthday wasn't all that I'd hoped.
But I must admit, I'm not ashamed to live here.
Most of the time.

...

Anyone for a drink?

Saturday, July 4, 2009

hi internet!

Welcome to The Do Blog! This will primarily be an outlet for videogame related reflections or rantings by yours truly, Colin Ward, as well as Jeff Case and anyone else that decides to contribute. Other media (movies, music, books, etc.) may show up on this website. Who knows at this point! Hopefully this won’t degenerate into completely absurd nonsense, and we can keep the content interesting. Thanks for reading, and expect the first real post soon.