Archive for the ‘design’ Category.

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. []

Lost in the 4th Dimension…

Most indie game developers I know do “indie game work days”, where one or more people will get together at somebody’s house or a coffee shop to work on their individual games in parallel.  Some people call this “co-working”, I guess.

Today, Marc ten Bosch is over at my place, and is working on new levels for Miegakure, his mind bending “puzzle-platformer in four dimensions”.  This is what it looks like to try to design 4D puzzles:

Okay, back to redesigning my bookcase mission.

SpyParty E3 “Competitive” Analysis

I’m not an economist, so I could be completely wrong here, but I don’t think games (or works in any art and entertainment form, whether film, music, books, whatever) really compete against each other in the usual sense of the term “compete”. Yes, if you ship on the exact same day as a big hit, you’re hosed, but in general, I don’t think even games as similar as Halo and Gears of War compete in the same way Honda and Toyota compete. Ignoring the hardcore fanboy zealots, if you buy and enjoy Halo, you’ll probably buy and enjoy Gears, and vice versa. My guess is the overlap between the owners of those two games is pretty high. Here is an article about purchase intent for the two games, which says slightly over 50% of the people who buy one intend to buy the other1.

By contrast, few people buy more than one car every few years, so if somebody is in the market for a car, the auto companies really are competing for that one sale.

With games, I think the most important thing is to make the game you feel passionate about making, and not worry too much about what other developers are doing.

That said, it is still important to keep abreast of what’s going on in the industry, and to keep tabs on what games have come out or are coming out that are related to yours in some way. It’s good for inspiration, motivation, and education.

I went to E3 this year with a list of spy games, mystery games, and games that looked like they could have some subtle social interactions to check out, and here’s how it went:

  • Assassin’s Creed Brotherhood, Wanted Mode Multiplayer
    I felt like Ubisoft’s ACB was the most important game for me to check out, and I got to play it for a while on the show floor. I had heard about the “Wanted” multiplayer mode before I went to E3, and how it was similar to The Ship, an older game on Steam that’s been mentioned whenever people talk about SpyParty
    . Here’s a good video explaining the Wanted mode:
    YouTube Preview Image
    Like The Ship, it’s basically the old college campus game, Assassin, where each player has a known target, but doesn’t know who has them as a target. Both are much more symmetric than SpyParty, in that everyone is basically playing the same game. As you can see in the video, there’s not actually a lot of “hiding in plain sight” or “acting normal” going on, especially since there’s a giant radar on the screen, you can climb all over buildings but the NPCs don’t, and you have various super powers. In my playtests, it tended to degenerate into running around, climbing on things, and trying to get quick kills. The game ships in November, so I’ll be interested to see if they change the mode at all by then. I hope they remove the radar, and tune it so people actually try to blend in more and it becomes more about behavior. If they do that, there will be some useful lessons to learn from watching it in the wild.
  • Guilty Party
    This Disney game for the Wii has a few content-oriented things in common with SpyParty, including the settings and characters, not to mention the name similarity, so I thought I’d check it out. Here is a brief video of the developers talking about it:
    YouTube Preview Image
    The game has quite nice stylized art direction and characters, but the gameplay itself is pretty much pure deductive reasoning, kind of like the board games Clue(do) or Guess Who?. You gather explicit clues to narrow down the suspects until you can prove somebody’s the guilty party. I want to have some deductive reasoning aspects to the Sniper side of SpyParty, because the practice of narrowing down your suspects is fulfilling and interesting and helps you focus your attention, but I want the majority of the game on the Sniper side to be about perception, observing subtle human behavior, and making decisions with incomplete information. I don’t want you to be able to brute force figure out who the Spy is by deduction.
  • The Agency
    This is a Sony Online Entertainment “FPS MMO”. Besides the spy fiction theme, there’s not a lot of overlap here, and even the theme is pretty different, with The Agency being some kind of future scifi spy world. The game is mostly a First Person Shooter with some persistent RPG elements. Here’s an interview where they talk about the various aspects of the game they were showing at E3, and it’s mostly shooter stuff. This video talks a bit about some less shootery things, but it’s all in cutscenes in the video, so it’s hard to see whether they’ve got that stuff working in gameplay. They’re also doing some sort of more casual Facebooky thing to go along with it, and here’s the trailer for that. Edit: although, this ballroom image looks interesting.

The three games I wanted to see but that weren’t anywhere on the show floor or even behind closed doors (that I could determine) were:

  • Bloody Good Time
    This is the spiritual sequel to The Ship, by some of the same developers. Ubisoft bought or absorbed some or all of Outerlight, the developers of The Ship, and they’re working on Bloody Good Time for XBLA. From the sounds of it via ESRB filings, it’s going even farther away from the subtle social stuff, which is too bad, but it will be interesting to see when it’s finished.
  • Agent
    Very little is known about this Rockstar game, but there’s a bit of info out there. The fact that they’re calling it “the ultimate action game” implies it’s not going for the subtle stuff, but who knows. I’m assuming it will it be Grand Theft Espionage like Red Dead Redemption was Grand Theft Western, which could be pretty cool, but very different from SpyParty, but we’ll have to wait and see!
  • Hitman
    No sign of Hitman 5 that I could find. Some news has come out since then, but nothing very interesting yet.

One of the more interesting games I heard about at E3 was described to me by my friend and colleague Eric Zimmerman. He told me about playing Love’s Labor’s Lost at Come Out and Play 2010, which was a live action game with a lot of subtle behavioral interactions and hidden information.

Anyway, that’s it for the SpyParty-centric E3 roundup. My review of E3 in general is:  “wow, that’s a lot of shooters.”

Post a comment or send me email if you know anything more about the games above, or any other games I should be keeping an eye on.


  1. I wonder if there are numbers out there about actual purchases rather than intent. []

Lost, The Wire, Game Design, Meaning, and Brian Moriarty

I just read this interview with the Lost executive producers, Carlton Cuse and Damon Lindelof, and it’s got some pretty interesting comments in it that relate to some of my current thoughts about game design.

This first quote speaks to a concept Jonathan Blow and I talk about all the time when discussing game design and development, namely, bottom-up versus top-down game design, and listening to your game as you develop it and being able to react to what it’s telling you:

Lindelof: I think one of the most profound lessons I’ve learned over time as a show runner is that the more you listen to the show, the better your show.

I was struck that Lindelof used the exact same phrase when talking about developing Lost.  I’m being a bit hyperbolic here, but I think there’s a general belief in the game industry that you can top-down design games, that if your design document is good enough, you can just type it in, that making a game becomes predictable, but I really don’t think this is true if you’re going for greatness.  This is not to say you just start typing without any idea of what you’re going for, you definitely have to have aesthetic goals, but you need to have the freedom to listen to the game.

I also think this is why hybrid developers, like programmer-designers, and artist-designers, and artist-programmers are more effective, because the game speaks to you at many levels of detail and in many languages, and you’ll miss some of them if there’s a tin-can-and-string telephone between you and the game…sometimes late at night the game whispers something to the programmer about design or to the artist about programming, and he or she needs to be able to react to it.

This is also related to the rant I gave at GDC this year; you need more than a few days of development for your game to start saying important things to you.

The Lost guys also talk about how much they knew when they were creating the early episodes, and this relates to the ability to react to how the show itself is coming together:

Lindelof: We have to have the answers to the mysteries so that there is something to work towards, but what we don’t have are the stories. J.K. Rowling can sit down and say, here’s how Harry Potter’s parents were killed, and here’s who killed them, but how am I going to reveal that information to the audience in the most emotionally impactful way? So we know what we want to do, but we have very little idea of how and when we’re going to do it.

There’s a really great Bill Moyers interview with David Simon about The Wire that touches on this topic in a very similar way:

Simon: And, you know, I’m not suggesting we have everything planned to the nth degree. But we knew, for example when we wrote that scene in the beginning of the first season, that by the end of the run those three characters would have been treated as pawns in a chess game.

And we knew that character that cited what was ailing post-industrial America, he happened to be a union captain and one of the longshoreman. That he would be speaking to, at the time, what we were reacting to with Enron and things like– and WorldCom and the first sort of– first shots across our bow, economically. That people were trading crap and calling it gold. And that’s what THE WIRE was about. It was about that which is– has no value, being emphasized as being meaningful. And that which is– has genuine meaning, being given low regard.

The part at the end of this also speaks to me, because I’m constantly thinking about how games can have deeper meaning.  The talk I gave last year at the IGDA Leadership Forum asked,” Why are we making games?”  It’s really clear, listening to these guys talk, that they have meaningful things they’re trying to say with their art.

Carroll: Do you still see that as the central issue, man of faith versus man of science?

Lindelof: The paradigm has shifted from that to, were we brought here for a very specific reason, and what is that reason?

They’re even thinking about how their audience is thinking about their work:

Lindelof: Locke is now the voice of a very large subset of the audience who believes that when Lost is all said and done, we will have wasted six years of our lives, that we were making it up as we went along, and that there’s really no purpose.

I think games occasionally try to do some self-referential things like this, like the protagonist in Uncharted 2 saying things like “I’m so sick of climbing stuff”, but it’s happening at a much more surface level, and it’s not directly speaking through the interactivity, the way we need to be doing to come into our own as an art and entertainment form.

On the topic of actually answering questions, and making the meaning plain, they understand the perils:

Carroll: Is there a worry that there exists questions for which any possible answer is not as interesting as the question would be before you knew the answer?

Lindelof: Absolutely.

This is something Brian Moriarty has lectured on in the past.  He’s a gifted presenter, and his lectures The Secret of Psalm 46 and Who Buried Paul? are master classes on the topic.  J.J. Abrams gave a TED talk about his “mystery box”, which is a fine talk, but not as good as Moriarty’s.

Finally, I think this is something Jonathan did really well in Braid.  Iroqouis Pliskin gave an excellent talk at GDC about his interpretation of the meaning behind Braid.

I’ll relate all of this back to SpyParty in a future post.  Or maybe I won’t.  :)

A New Decade, an Old Development Philosophy

Technically, even though this post is getting published in February, I started writing it in January, 2010, so I think saying “Happy New Year!” still counts for something…

2010 is going to be the first full year of development on SpyParty, and I’m pretty excited about the progress so far.  The official Goal for the Year is to figure out if the core gameplay is as cool and compelling as I hope it will be based on the thinking and brainstorming I’ve done over the years.  Will I be able to achieve my design goals of making a truly deep and replayable game about subtle human behavior?  I have no idea, but this year I plan to find out.  The problem with making a game that is truly different is you can’t say with any confidence whether it will work at all.  Scary!  I think the old Albert Einstein quote is in order:

“If we knew what it was we were doing, it would not be called research, would it?”

There are a lot of philosophical themes I’m hoping SpyParty will touch on (using interactivity, not narrative or cut scenes, of course!) that I’ll go into in more detail the future, but from a pure design process standpoint, I’m following two basic tenets:

  1. Make the deep and hardcore game first, and make it accessible later in development. I’m ripping this off directly from a 2006 speech by Rob Pardo, the Vice President of Game Design at Blizzard, about how they design games for the long term.  Here’s a great quote from the Gamasutra writeup “First we try to come up with what are really cool things, things that will get people to play for two to three years. Then we actually start talking about accessibility, how to make the content approachable and easy to learn. But it starts with depth first.” As I said in a recent interview, I wish we had taken this approach on Spore, and developed a super consequential core game to go with the awesomely deep editors, and then worried about making it accessible. There are probably a lot of different ways to make good games, so I don’t know if this one is the best, but it feels right for SpyParty because I want to have a core game that’s highly focused on player skill (mind you, not the same player skills as most games, but skills like perception, deduction, distraction, performance, and subterfuge).
  2. Playtest early and often. The game is years away from shipping, but I’m already playtesting the super-duper-incredibly-ugly-and-crufty-early-prototype multiple times a week with friends and colleagues.  These started out as truly painful sessions, where I basically couldn’t get people to play with me without bribing them with free lunch or chocolate chip cookies, but I recently had a playtest with a bunch of friends from EA, Maxis, and Zynga, and they played the game for 4 hours straight, until 1am, which blew me away.  They were having a good time, giving tons of great feedback, really competing with each other in the game, and developing strategies and counter-strategies.  The playtesters ranged from people who never played “core games” to hardcore gamer min-maxers, and the results were promising.  The newbie players would always get owned by the experienced players (where “experienced” means “played a few more games that evening”), which is right where the game wants to be at this point in development.   It’s relatively simple to make the game easier and accessible for new players by tuning and matchmaking, but making a game that doesn’t have that skill component into a player skill game doesn’t work.  I was surprised how well the playtest went, and was slightly giddy, to be honest.  I’ll post more thoughts about this later.

I will leave you with two images that are pretty inspirational for SpyParty (no, not the highly questionable image of Peter Sellers in blackface playing an Indian gentleman, that’s cringe-worthy at best, yikes!):

I’ll write more about these images soon.