Benedict’s Babeldom

things I like, things I make, and what I think

Archive for the ‘games’ Category

My Favorite Indie Games

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Don’t Look Back

Braid

Passage

Judith

Gravity Bone

I was going to write short summaries of these games, but I think it’s really best if you go play them. The unifying characteristic of these games is that they are short (with the exception of Braid), beautiful, and convey a narrative that wouldn’t be as effectively delivered in any other medium. These games really affected how I think about video games, and what can be done with them.

Written by benedict

February 18th, 2010 at 1:04 pm

Posted in games

Heavy Rain

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The last time I heard of Heavy Rain was when it was first shown, as we were first entering the current generation of hardware. Today, Jerry Holkins from Penny-Arcade linked to two videos where the game’s executive producer, Guillaume de Fondaumière, talked about the game. Here’s a great quote:

I think, personally, that game overs are a thing of the past. Heavy Rain is not about failing or succeeding, Heavy Rain is about the journey… not to replay, but to continue the experience, whatever [the player's] choices… The four playable characters can be in great danger sometimes, and sometimes they can die. But when you lose a character, this is an information that the game takes on board, but the story continues… You bear the consequences of your actions. I think, personally, that game overs are a thing of the past. Heavy Rain isnot about failing or succeeding, Heavy Rain is about the journey… not to replay, but to continue the experience, whatever [the player's] choices… The four playable characters can be in great danger sometimes, and sometimes they can die. But when you lose a character, this is an information that the game takeson board, but the story continues… You bear the consequences of your actions.

A game with consequence! Isn’t that what game developers have been working towards for so long? Players will finally have weight tied to their actions. There won’t be any Good/Bad meters like we’ve seen in so many games (Fable, KOTOR, etc.) trying to artificially remind players of what they’ve done, and how they’re perceived in the game world.

Then I found this article on Destructoid. David Cage, the game’s director, is quoted several times:

In Heavy Rain, the player is in control second to second, he tells the story through his actions. All this is done in a very fluid, seamless way, with no cut scenes, no big flashing sign to make decisions, and this is what makes the game really unique… Heavy Rain is not a videogame anymore in my mind, because it breaks with most of the traditional paradigms, but it’s fully interactive.

How is this not a video game? The use of video games of as a narrative art form is what people have been trying to accomplish for so long. Interactivity is what separates video games from most other storytelling mediums. Is he trying to appease forum trolls who say this isn’t a game? Don’t shy away from the title of being a video game just because no one has done something as unique or original as you have.

The original Penny-Arcade post goes on to describe the game’s official blog that’s being hosted on IGN.

This shit didn’t come from the marketing department, I’ll tell you that much. This guy is a fucking wreck – he’s barely making it through the day. The clutch of the creative process, as experienced by Cage, is indistinguishable from a mental illness. Heavy Rain is a symptom of his condition, and he is expelling it from his mind piece by piece in an effort to save his own life.

Isn’t this a large portion of what defines art? Art, in part, is the expression of one person’s  of life in a way that evokes emotion in the people who interact with it. I’m really excited and curious to see how this game turns out, and how it will be received.

Written by benedict

February 12th, 2010 at 12:14 pm

Posted in games

Avalanche!!

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I uploaded a small chrome extension this evening. It’s a small game called Avalanche. I coded the game together with my friend, Alex Langenfeld (who is a genius). It’s based off the classic avalanche game that everyone enjoyed on their TI-82s throughout high school and middle school. As it says in the description, the game is based on code from this tutorial, and uses an art asset from this forum post.

The platformer code from the tutorial provided the basics for animation, collision, asset management, and game state management. First we boiled the game down, taking out extras we didn’t need. We then added code for the falling icicles, code to generate the icicles, score management, and a couple other things. The worst part was dealing with the pixel art and animations. Overall it was pretty simple, and fun to develop!

The best part of making a chrome extension was how simple it was. All we had to do was include a simple json file with some metadata, and chrome did the rest! The process of adding it to the chrome extensions website was also extremely simple and rewarding. Check out the source code if you’re interested!

Written by benedict

February 10th, 2010 at 8:59 pm

Posted in coding, games

The Path

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The first time I played The Path I just ran to Grandmother’s house. I selected the emo-type character, sullenly sitting at the table in the center of the character selection room, for the trip. I shortly arrived at the house, and found Grandmother in her bedroom. The game then told me I failed for not finding any items, and not encountering the wolf. What?

My next trip into the woods I picked the tot with the little-red-riding-hood bonnet. Frustrated with my previous results, I thought I’d show The Path I wasn’t as conventional and boring as my first attempt may have painted me. So upon arriving at the path into the forest, I ran right back down the road where I had presumably come from. There I found a phone. Upon walking up to the phone, my red-hooded character called someone to pick her up, and bring her back to the character selection screen. They had beat me again.

Third attempt. I pick the girl pushing around chalk on the floor. I actually have no idea what she was doing. But that’s what it looked like. I arrive at the top of the path, and do what I was guessing the designers wanted me to do from the very beginning: run into the forest. I enter the foreboding thicket expecting wild hallucinations of wolves, magical mushrooms, and rabbit holes. The wild indie, artsy experience I had been expecting! But nothing happened. There were some pawnprints that appeared on my screen every once and a while, but then disappeared. Sometimes I ran a little too long, and my character would have to stop running, and I’d hear her heart pounding. Several minutes in I discovered a foggy marsh, something cool was bound to happen! But no, some text appeared on the screen: “this would be a perfect place to hide from everyone.” And that’s exactly what it was. It was so perfect that I no longer had any idea where I was. I started running back in the direction I had come from in hopes of finding the path again. From there I could hopefully enter a part of the forest that seemed more promising. After a couple more minutes of running through the never-ending forest, a map appeared on the screen. It displayed a horseshoe-shaped dotted line and informed me: “this is where you’ve been. every 100m we’ll show you this.” Sadly it didn’t tell me where on the dotted line I currently was, so I was still extremely lost. I ran a while longer, didn’t find anything that looked new or interesting, and closed the game.

I really wanted to like this game. I had played The Graveyard from Tales of Tales when it was an entry for the IGF, and really enjoyed it. I thought it was beautifully done: short, and sweet. There less involved, but it was considerably more enjoyable for me. There was really only one path to walk down, so I could enjoy the beautiful scenery more. I wasn’t busy looking for something that I really didn’t feel any motivation to look for. Playing as an old woman, I felt their somewhat awkward control scheme really made the experience more immersive. Feeling hindered just trying to walk and look around, in a game involving exploration, as presumably healthy, young kids is just frustrating.

It felt like The Path was attempting to present a linear narrative in a non-linear fashion. It doesn’t have to be fun, it doesn’t have to be rewarding, but it should be interesting. I don’t think I was very impatient while trying to find something worthwhile in this forest. Give players something to guide them. Present something that actually would lure me off the path. Something that would make me feel tempted to disobey the game’s instructions. If the intriguing portion of the game is discovering something, don’t make it so difficult. I don’t want to have to work to experience the interesting parts of a game.

Maybe I’ll be inspired to give The Path another chance, but overall I was pretty disappointed with my first taste tonight.

Written by benedict

February 10th, 2010 at 12:54 am

Posted in games