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Martian Middle School Dance

I finally got around to adding Martian Middle School Dance to the games page! A bunch of people have asked me for the story behind the game, so here it is: spring was hitting Chicago on a Saturday and I decided to take a bike ride. I picked a coffee shop as my destination and enjoyed a nice cold brewed coffee. While I was sitting there, Crazy by K-Ci and JoJo started playing in the shop. I'm pretty sure that before that day I hadn't heard Crazy since very early high school during a dance. I had some serious flashbacks and I couldn't stop thinking about what a funny experience middle school and high school dances are. From there I started thinking about how funny it would be for Crazy to be in a game. I rode home and started working on the putting together assets for the dance scene. The original idea was that I wanted to finish the game in a single day as a joke; just have the song playing with middle schoolers saying something funny. However, I loved the concept and building the game so much that I slowly started adding more and more stuff. The main influence of the direction the game took was definitely Diego Garcia's Ultimate Flirt Off. From that initial day I just worked on it for a while with no clear end goal. The initial commit was March 26, and the final commit was April 22.

The game was released on April 23rd, and the reception way exceeded any expectations I didn't have. The game was on freeindiegam.es, Gameological Society, Rock Paper Shotgun, PunkArcade, and there are a bunch of let's plays on youtube. It's even listed on a site that says how long it takes to beat games, which is probably my favorite.

Anyways, I mostly want to thank everyone who played it! Special thanks to the Indie City Games meetup that took place the Saturday before I released and everyone who played it there. I probably wouldn't have released it if people hadn't enjoyed it there!

It was so fun connecting with people over the strange event that is a middle school dance. I'm working on something new that I will start talking about soon!

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Your Ideal Player

In Stephen King's On Writing he discusses the idea of an "Ideal Reader." It is a tool to help avoid the trap of overthinking concerns about the reception of your work.

You can’t let the whole world into your story, but you can let in the ones that matter the most. And you should. Call that one person you write for Ideal Reader. He or she is going to be in your writing room all the time: in the flesh once you open the door and let the world back in to shine on the bubble of your dream, in spirit during the sometimes troubling and often exhilarating days of the first draft, when the door is closed. And you know what? You’ll find yourself bending the story even before Ideal Reader glimpses so much as the first sentence. I.R. will help you get outside yourself a little, to actually read your work in progress as an audience would while you’re still working. This is perhaps the best way of all to make sure you stick to story, a way of playing to the audience even while there’s no audience there and you’re totally in charge.

I think this concept has been more and more helpful to me as I've been making games. As games are becoming more varied, the previously etched-in-stone concept of a "good game" is vanishing. There are going to be more and more games that just aren't interesting to you.

I know that the games I make are not for a lot of people. This feeling became overwhelming for some time and I really felt like I wasn't doing the right kind of work. I spent over a month working on a game in the vein of survive-as-long-as-you-can twitch iPhone games. Not that there's anything wrong with those games, I really enjoy some of them, but they're just not fun for me to make. After that failure, I quickly resigned myself to making the games that I enjoyed making again. One approach I used to try and overcome the feeling that I wasn't doing the right work was working on games just for myself. However, with this approach I quickly forgot that people would ever even be playing my games. This quickly became a problem as issues of usability were forgotten, I lost concern for controls, I had no drive to set a release date, and concepts stopped being as clearly conveyed (since everything totally makes sense in my head).

However, once I started thinking about an ideal player it became a lot easier to make design decisions, feel good about my work, and keep in mind that a game is something for others to play. The fact that my games aren't for everyone became irrelevant: the ideal player cared. The people I use as my ideal player don't know they play this role, and I've only ever gotten very limited feedback from them. But every time I put something out there I know that if my ideal players enjoy the game I've done something right.

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Putting Boots on the Ground

George Saunders spoke on Bookworm about how he manages to write fiction that grapples with high-level concepts. Silverblatt poses the question as wondering how Saunders manages to create a "generic, audio-animatronic American who's responding to the arrival of [the fears of a fascist state, or climate change] in the ways that people would." To put it more plainly, how do you deliver a criticism or inspection of something without speaking down to the reader or abandoning the medium of fiction entirely. I think this question carries across to all mediums, especially games.

I don't think that the first move when I go into a fictive mode is to say "Okay, you're only one person. You're a person who is not you, but is somehow related to you, because of the filament of imagination." Now, you might wanna write about totalitarianism or whatever, but you can't. That's like making a knife out of jello. You can't do it. So then you have to put yourself in one set of legs on one particular day. Maybe in the back of your mind you say "note to self: whatever this is, let's account for this, that, the actual complex reality." You have to start with boots on the ground, so to speak. I don't know if I'm answering your question, but that's my first move. Say forget conceptual theory, it's gotta be a particular day and a particular smell and a particular dude and then you can start doing whatever you're gonna do.
I think this is one of the biggest problems that games are grappling with right now. We have ideas of what games are good at, but we haven't entirely figured it out. We don't have boots that we can put on the ground when we go to make a game about a subject. This leads to games that attempt to deal with serious subjects in inelegant and heavy-handed ways. That's both what's so exciting about games, and what makes it so difficult for really great games to exist. I think a game that got this right is Cart Life. The gameplay systems are very solid. It plays with lack of information, gameplay metaphors, world building, and time pressure. It got a lot that games are good at down before exploring the themes that fit into its game systems. A systemic simulation like this is only one approach to making a meaningful game, however. Will we decide that there are certain systems that work best for serious games? Will it be the narrative and adventure game systems of games like The Walking Dead or Kentucky Route Zero? Generative systems like Dwarf Fortress or Spelunky? It could be all of them, none of them, or something else entirely. I guess the interesting question is, what will be the boots that video games put on the ground before exploring the world?

You can listen to the full interview here.

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Nitpicking Bioshock Infinite

Let me preface this by saying that I loved Bioshock Infinite. I could go on for a long time about everything I loved, but there are enough people doing that. It's probably one of my favorite games ever. This is written assuming that you have completed the game, and I would recommend reading it after you've finished. I write this mostly as a way to put down some of my thoughts on game design, and lessons that I extracted from playing it.

Voxophones

Bioshock Infinite has a relatively complex plot, the large portion of which is revealed through audio tapes (aka Voxophones) laying around the world. The problem is that if you find the story and world of Bioshock Infinite the most compelling part of the game (as I did), it is easy to become neurotic about finding all of the Voxophones. Having the revelation that the Luteces are actually the same person from different universes (as revealed in a Voxophone) was one of the most rewarding moments in the game. However, that Voxophone was hidden in an obscure location, as most of the Voxophones are. I believe at one point I found one in a bathroom, cursing me with the self-imposed task of strafing past every stall in every bathroom for the rest of the game. See also: warping in every sky hook so I don't miss anything on a high-up platform, running back through huge portions of levels after getting the requisite number of locks picks to open a door only to find that there aren't any voxophones behind the door, walking into almost every darkened door to ensure that it wasn't openable, and several other horrible habits. The problem of course being that whenever I was about to dissuade myself from these habits is when I would discover a voxophone in a ridiculous place and reinforce the searching habits. I understand rewarding exploration, but hiding critical portions of narrative, and the huge emotional reward from understanding the world further, took its toll on the enjoyment of gameplay for me. I may be in the minority in this aspect, but it seems counterproductive to encourage habits that reduce the enjoyment of the most unique aspect of your game.

The Journey to Comstock House

I had several problems with the structure of the portion towards the end of the game when you are going to Comstock House to try to confront Comstock. This is one of the more branching portions of the game, and there are several winding paths you can take to the house. Given that I love the world and I didn't want to miss any Voxophones or interesting areas, I immediately turned around upon arriving at the house and explored the other paths. This was a behavior that was previously rewarded as there was rarely mandatory backtracking in the game and many fantastic portions of the world that can be missed on an initial run-through. However, once I looped back to the house from my backtrack, I found out that I had to run the same loop so I could find the rifts that Lady Comstock's footprints lead to. So then I spent many minutes backtracking simply to open those rifts, many of which I had already seen but were gated by the game. This felt so out of place given the previous structure of the game, and even if I hadn't already previously backtracked, this portion felt curiously like filler given the pacing of the previous five hours.

I think the interesting part of this problem isn't that it required backtracking – I have no problem with that. My complaint is really that the game taught you that independent backtracking and exploration are rewarded behaviors, except during the portion when you go to Comstock House.

Combat

I was expecting not to like the combat in Infinite, but really enjoyed the vast majority of it. The battle on the airship against the Vox Populi after killing Comstock, however, felt really out of place given the game's approach to combat. Bioshock Infinite's combat is strongest when the arena is constantly changing. The pattern of engagement was something like this: you would enter a new battlefield, try to understand its shape, the options for warping in assistance, figuring out where the skylines went, seeing what enemies there were, planning your attacks, and then executing. Once you figure out a strategy that works, there's no real incentive to change. You figure out the puzzle of the battle, and then it ends. There are sometimes surprises to which you adapt, but generally the reward comes more from understanding the shape of the battlefield and not just shooting dudes in the face. However, the battle on the airship felt extremely bland compared to the rest of the game. I suppose that there was some sense that there needed to be a dramatic closing battle, but the final airship battle breaks from the theretofore rewarding combat formula. The landscape doesn't change: you stand on the ship's deck while waves and waves of enemies come at you. You fall into an attack pattern and then count the minutes until it ends.  When playing the trumpet you're told to never change the way you play. Don't change your playing form for high notes, or you'll never hit them. Straining and changing your form when you're trying to hit something difficult doesn't work. It felt like Infinite was straining for some grand conclusion to all of the battle systems introduced, but it felt like it just fell flat and the game was left with a battle sequence that would've been more at home in any other mediocre shooter.

The Multiverse

This last complaint is a little silly, so bear with me. The game plays with the concept of a multiverse – the idea that universes splinter into infinitely many other other universes as events occur (events branching into separate paths in different universes). Hence the name, Bioshock Infinite. So at the end the idea is that Booker lets himself be drowned by the Elizabeths during the baptism that would lead to him becoming Comstock. However, in a true multiverse, I'm pretty sure that there would be an infinite number of universes where Booker doesn't let himself drown. The story points to the Luteces jumping across different universes, looking for constants that all lead to the events involving Elizabeth's capture in order to narrow down the seed that spawns the universes where the events of Bioshock Infinite occur. This is a pretty okay workaround, and the plot is definitely great given that interpretation. However, whenever stories involve multiple universes I can't help but wonder why, since it basically invalidates any actions that the characters take, given that the exact opposite action will implicitly happen in some other universe. It always just seems weird to employ some narrative device when you can't fully deal with the consequences (see also: time travel).

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A Night Forever is out!

It's been a long time coming, but I released my new game tonight! You can play it on Newgrounds or Kongregate. I'll probably write a longer post once I have the time and some people have played it.

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Welcome to my new site!

Hey, welcome! I hope you like the new site. I'll be posting here on the blog about any new stuff I make. Hope you like it!

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