More Cocktail Teasers

A few more teaser shots for the new cocktail stuff.  Soon, drinks will be served by this nice gentleman, rather than teleporting directly into the hands of the partygoers.

Of course, eventually you could choose to be the waiter or waitress, and that would certainly make poisoning the Generalissimo’s drink pretty easy, however you might have a hard time hiding the microfilm in the book…

By the way, are these inline animated gifs (another one here) a good thing or a bad thing?  They’re certainly easier for simple stuff than uploading to vimeo or youtube1.  They are kind of big, though.

  1. You may have noticed I’ve switched to vimeo because their compression is much less objectionable at 4:3 aspect ratio.  For some reason, youtube doesn’t turn on h.264 unless you’re 16:9, which is idiotic. []

Shaken, Not Stirred

I’m too swamped with PAX prep to do a real detailed post, but I figured I’d tease with this:

I’m adding drinks to the party, which while always welcome at real parties, are a real pain in the butt at virtual ones.

For starters, holding a drink “cross-cuts” just about every other behavior and animation, so I have to override the animations on the arm so the drink doesn’t get tossed in the face of the person standing next to the drink-holder when he or she gesticulates while talking, I have to layer AI on top of all the currently running AI code that manages when to take a sip, and more.

I’m going to write more about the AI system I came up with to deal with all this once it’s got a bit more mileage on it and I’m sure it’s actually going to work, but it allows a character to be in multiple simultaneous situations, like “holding a drink”, “having a conversation”, and “bugging the Ambassador”.

Of course, now I have to pick which drinks to put in the game, and I’m not really a big cocktail drinker myself, so I found an article entitled What Does James Bond Drink?, which has been quite useful.  So far, I’ve got models for the canonical Martini1, and a Scotch & Soda.  I’m going to need to add some features to my renderer to get these to look right;  translucent objects like glass, ice, and colored liquids are quite difficult to render well.  And, of course, my current character skeletons don’t actually have hand bones so the glass kind of floats near the palm.  My todo list is infinitely long…

Still, it’s neat to see them taking sips of their drinks in the party, even clumsily.  It really adds a lot of humanity to the scene.

If you’ve got ideas for cocktails I should include in the game, post in the comments below. Preferably, the drinks would be distinct and easy to recognize on sight, even at a distance, and have interesting and classy names.  Besides being good ambient party behavior, cocktails are going to be part of the new Poison Drink mission, which I’m trying to get stood up for PAX2, so being able to identify drinks will actually be part of the gameplay to a certain extent!  I guess we’ll see how that goes over.

While I’m on the subject of vices, some day I’ll add cigarettes and cigars as well.  I think the smoke will add interesting gameplay elements for both the Sniper and the Spy, like maybe the Sniper’s laser sight is only visible to the Spy when it hits a cloud of smoke, so the Spy is incented to keep smokers between him or herself and the Sniper…

I wonder if having alcohol and tobacco in the game will affect its ESRB rating.  I’m guessing you can kill as many space aliens and orcs as you want in your game, but if somebody takes a drink of gin and lights somebody’s cigarette you’re in trouble.  Oh well, I’ll cross that bridge when I come to it.

  1. A Vodka Martini, I suppose, if you’re being true to Bond, although I put olives in the model instead of lemon peel []
  2. Yes, I know, I haven’t finished writing about the Bookshelf Mission yet.  I’ve got a draft of the post! []

Size Doesn’t Matter Day

This is one of a set of articles all published on Tuesday, August 17th, 2010, the inaugural Size Doesn’t Matter Day organized by Jamie Cheng from Klei, where game developers talk about how the length of a game is or isn’t important relative to its other merits.  Links to all the ones I know about are at the bottom and I’ll update it as I find out more.

"That's a knife..."

I’m not sure how well this claim would stand up in the face of actual data, but after James Cameron subjected humanity to the 3+ hours of Titanic and became King of the World1, it seemed like the film people just gave up on parsimony and stopped leaving much of anything on the cutting room floor.  All the footage went into the movie.  No hard editorial decisions were made.  2½ and 3 hour films became fairly common, and nobody was making 90 minute films anymore.

Now, plenty of film buffs, critics, and people who have to urinate have debated the “length issue”, and I’m not actually interested in contributing to that here.  I am interested in pointing out that the debate rarely seems to center around the concept of “value” in terms of “money/time”.  It’s always about what’s the right length for the material2, or did the director suffer from logorrhea3, or was the studio cynically trying to please all of the people all of the time, etc.  You don’t often hear people talking about movie prices tied to movie length.  Not that people don’t complain about movie ticket prices, mind you, it’s just that they don’t seem to couple them to the movie’s length very often.  People say, “movies are or aren’t worth $X”; they don’t usually say, “$X would be a good price for a N minute movie, but any less is a ripoff!”.

Other mature art forms also avoid this money/time value comparison.  People joke about how gigantic Infinite Jest is, but they don’t talk about it in terms of cents/page.  Should iTunes charge by the minute for songs instead of a flat $.99?  If so, Frank Zappa’s back-catalog would be quite pricey…

However, you see this “value debate” about game prices and game play length all the time.  In fact, it’s the usual way of talking about game value on the internet, as far as I can tell.

Why is this? What’s different about films, books,  and music, as compared to games?

If you’re familiar with my lectures and rants, you will see my answer coming a mile away:  I think it’s because these other forms deliver (or, at least, are clearly capable of delivering) deep and compelling emotional experiences, and it just seems gauche to break them down into money/time or money/size.  You can talk about the value of the painting, and everybody does, but you don’t break it down any farther than that—you can’t talk about the value of that flower versus the farmhouse, or the upper-left corner versus the lower-right—because you lose something ineffable in the analysis.

This topic came up most recently amongst a bunch of indie game developers after LIMBO came out on Xbox Live Arcade, and there was some discussion, and some more discussion, and we decided to do Size Doesn’t Matter Day.  But, it’s got a long history, especially with indie games.

The typical analogy made by defenders of game pricing and value is to the cost of eating out at a restaurant.  When the price being discussed is $15, the food being discussed is usually fast.

And, while it’s true you will pay more for a pizza these days than you will for a “AAA Indie Game”—or you will if your pizza is any good—and, yes, a $15 game will give you more direct hours of content than a $15 movie will, I claim if you’re even engaging at this level, you’ve already lost the argument.

So, while I think the focus on game length relative to game price is silly, I think the only way out is to make better, more meaningful games.  That is the most compelling argument we have against people who complain about $2/hr (Dragon Age or whatever @ $60/30 hours) versus $3.75/hr (LIMBO @ $15/4 hours).  Even when the economy is down, and you lost your job (hey, like me!), or you’re a kid trying to scrape together your allowance, or whatever, if we make games that strike deep emotional chords with people, that, and only that, will wash away the superficial discussions of value as defined by money/time.

Assuming we actually figure out how to do that, we’ll look back on this debate as an historical artifact, like discussing whether a nickel was too much to put into a Kinetoscope to watch the 5 seconds of Fred Ott’s Sneeze.

Links

Okay, here are all the Size Doesn’t Matter Day posts I know about.  Some of these are set to go live in the morning, so don’t report a bug until the sun rises.  Also, post a comment if you find more, and I’ll put them up here.

Also, #gamelength on twitter.

Epilogue

Ironically, because SpyParty has a strong “online multiplayer competitive player-skill component”, this whole discussion is somewhat academic for me, for this game, at least.  My goal is to attain what I call “Counter-Strike levels of replayability”, which traditionally trends asymptotically towards $0/hr of “entertainment value”4.  However, my goal is for people playing SpyParty to want to do so because its engaging them in a deep and meaningful way, not because it’s a cheap way to spend time!

  1. OMG I didn’t know (or blocked it out) until watching that again that Titanic won Best Editing?! []
  2. That link is particularly a propos since he disses video games offhandedly. []
  3. Yes, it’s a real word, and an awesome one at that! []
  4. Of course, the business end of our industry is going to try hard to fix that. []

Come to PAX and play Monaco and SpyParty!

Been waiting to play SpyParty? Convinced your best friend would always pick the Kung Funky dude in the nehru suit when it’s his turn to be the Spy and you want to shoot him before he bugs the Ambassador? Annoyed that all the game journalists have gotten to play it and you haven’t?

Well, now’s your chance! If you can make it to Seattle, WA on September 3rd, 4th, or 5th, 2010, and get to the Penny-Arcade Expo (otherwise known as PAX) and find booth 3004, you can play Monaco and SpyParty until the person behind you in the queue kicks you off the controller! No pushing in line!

Andy Schatz, the awesome indie game developer behind the awesome indie game Monaco (and winner of this year’s Independent Game Festival, that’s Andy there on the logo at that link!), and I have gone temporarily insane and gone in on a booth together at PAX, so gamers can come playtest Monaco and SpyParty themselves! Don’t take the press’s word for it, decide if you think the games are as awesome as they claim for yourself!

Monaco

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SpyParty

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Monaco is a super fun stealth heist game with a lot of similarities to SpyParty, so they’re the perfect booth buddies! The two games are not only developed by solitary guys toiling away in their artist garrets as games should be made, but they also have very similar aesthetics and fictional themes, since old heist movies and spy and mystery movies are all close siblings stylistically, and both have awesome multiplayer.

We’re going to set up a nice comfortable space at PAX to play the games with your friends (or enemies), and we’re both rolling out a bunch of new features at PAX that nobody else will have played.

Jordan Devore at Destructoid wrote up a great piece about our decision to get the booth, and our preparations! Check it out!

Wow, Anthony Burch, ex-dtoid writer, now at Gearbox, just updated the HAWP blog with this super-kind post. Quote:

In honesty, I would not be surprised if SpyParty and Monaco were the best games being shown at the entire Penny Arcade Expo.

Yowza!

Here’s the map of the show floor where we are located, and you can see there are a bunch of other well-known indies in the immediate vicinity:

Monaco & SpyParty at PAX 2010

I’ll be posting more about what’s new for SpyParty for the PAX build of the game, as I’ve started with this post on the new “bookshelf mission”.

For now, please spread the word, tell your friends, become fans on Facebook (Monaco, SpyParty), and follow us on Twitter (Monaco, SpyParty)!

Indie games live and die based on word-of-mouth, so if you think the games are cool and want to support indie game development, do your part!

Thanks!

Re-re-re-designing a Mission, Part 1

As I teased at the bottom of the last post, I’ve been redesigning and reimplementing what I call “the bookshelf mission”. My good friend and Spore art director Ocean Quigley tells me I shouldn’t call it “the bookshelf mission” because that doesn’t sound very cool and spy-like. If that bothers you, you can call it “the mission where you pick up the hidden microfiche1 and take it to another dead drop by various forms of subterfuge”. One great thing about working on spy games is that you can basically take any situation, regardless of how absurd, and wrap a spy fiction around it. I mean…

Truth be told, I’m just not worrying about the fiction right now; I’m completely focused on the core gameplay, and making it as deep and interesting as I possibly can, and I’m 100% confident that no matter where the design leads me, the results won’t be as absurd as Moonraker.

The old bookshelf mission mission was one of the more interesting missions in the SpyParty gameplay prototype, for a number of reasons. First, let me describe the mission, hopefully for the last time, since I just gutted it. :)

Here’s the current test level, called the ballroom:

Yes, it’s a box, with windows on two sides. In addition to ignoring the fiction, I’m also not worrying about level layouts very much yet! Every playtest you’ve read about in the press has been in this box. I’ve got the geometry for a couple more levels built, but haven’t needed to trot them out yet to keep things interesting, so they’re on the back burner for now.

Back to the bookshelves. You can see there are two of them in this level, one blue and one green. You can see some NPCs at the bookshelves, reading. I’m the woman in the plaid dress with the green triangle over her head. Don’t shoot me, I’m trying to explain something.

The NPC AI will occasionally decide to go to the bookshelves, take a book out, page through it for a bit, and then put it away, and go do something else. As the Spy, you can of course do the same thing.

The old bookshelf mission went like this:

  • Your goal is to move a book from one of the bookshelves to the other. You can choose while playing whether you move it from the blue to the green, or vice versa, and that’s part of the strategy, since they have different levels of occlusion due to location and nearby people traffic.
  • For this example, let’s say you start at the blue bookshelf.
  • You can pick up a book like the AIs, and you’ll sit there and read it.
  • While you’re reading it, you have two affordances2, you can Put the book away like the AI, or you can Pretend to put the book away, but actually hide it in your jacket.
  • If you put the book away, you look exactly like the AI when they put it away.
  • But, if you hide the book, the animation is a little different. This is a hard tell, which I’ll talk about at length in another post, but it basically means it’s something the AI will never do, so if the sniper sees this clearly, you’re made.
  • Once you’ve got the book hidden, you can go over to the green bookshelf. It’s not usually a good idea to beeline right from one bookshelf to another, because the NPCs rarely do that, so go talk to some people first, or look at some artwork.
  • This is where things got a little overly complex. At the green bookshelf, you can either Pick up another book, in which case you have a hidden book from the blue bookcase and a book from the green bookcase in your hands, or you can Fake pick up a book but really take the hidden book out, in which case you’ll have a book from blue in your hands and nothing hidden.
  • If you’re holding a book, then you have the option to put the book away.
  • But, if you picked up a green book, you could then Swap the held and hidden books, so you’d have the book from blue in your hands, and a hidden book from green.
  • Once the book from the blue bookcase is in your hands, whether it got there from a fake pickup and unhide, or swapping, if you put it away normally you’d accomplish the mission.

If you think that’s complicated to understand reading it here, you should have tried playing it. As I’ve said before, I’m wholeheartedly invested in the Blizzard Depth First, Accessibility Later development style, but man, you need people to be able to figure out how to put a damned book away while they’re playtesting your game. There is text displayed when an affordance is available, and one of them for this mission was “Fake Pick Up Book with Hidden and Hold It”. I can hardly parse that sitting here reading it, let alone when I’m worried somebody is going to shoot me in the head if I screw up.

It may have been a trainwreck from a learning standpoint, but the affordances were designed this way for a reason. The complexity was a direct result of the design goal that you always be able to “play it cool” if the sniper’s laser swept over you and he or she started paying attention to what you were doing at the bookcase. You always needed the option to do exactly what the NPCs would do at any moment (assuming you weren’t in the middle of playing a hide animation or whatever), and these affordances gave you that option, at the cost of clarity.

So, a redesign was in order, but…

Once people learned the state machine, it was actually a good mission with many interesting characteristics I wanted to preserve. For example, it was the only mission that took place across space in the level instead of at a point. It was two-part, with tells at either end, which made it hard for the Spy, but rewarding when you pulled it off. The Spy got to choose the order, so the Sniper was never sure which bookshelf to be watching for late in the match. It had a nice version of David Sirlin’s yomi layer concept, in that since it was hard, Snipers would assume Spies would not choose it. Of course, this made Spies choose it. It had fixed known locations where it would happen, so it could be camped, but while camping it, the Sniper was not looking elsewhere. Etc.

Yikes, it’s 4:23am. Okay, more on this redesign tomorrow…

  1. Has anyone under 35 even heard of microfiche? []
  2. Affordance is a fancy design word for thing you can do. []