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Experimental Gameplay 2006 – Part 2

by Eric-Jon Rössel Waugh

Jonathan Blow showed what appeared to be a humble-looking 2D platformer, that at a glance could well have been designed in Mark Overman’s Game Maker, and mumbled a few things about time manipulation. He referenced Prince of Persia: Sands of Time and Blinx: The Timesweeper, calling them relatively traditional in application. The player can only go back so far, and only under certain circumstances, making the time element sort of a gimmick. Blow wondered what would happen if the player were able to “undo” however many mistakes he pleased. What would that mean for design? Could it even work? If so, how?

( Continue reading at GamaSutra )



Experimental Gameplay 2006 – Part 1

by Eric-Jon Rössel Waugh

As in past years, Wednesday’s Experimental Gameplay session attracted a throng. Beyond standing-room only, the lecture hall was crowded enough to concern and irritate the local fire marshal. Ultimately, the session went on around fifteen minutes longer than expected – and even then, the presenters had more material than they were able to show.

Comprised as it was of enthusiastic young developers, eager to show off their new toys that (in several cases) nobody else is allowed to play with, the energy level was high, keeping the audience clapping and cheering when appropriate, and vocalizing when not.

( Continue reading at GamaSutra )



Spore: Pre-Production Through Prototyping

by Eric-Jon Rössel Waugh

Maxis Senior Development Director Eric Todd shifted foot to foot as Namco’s Keita Takahashi slowly gathered up his notes and folders, grin plastered to his face, slowed by the occasional autograph hunter. It seemed like every time Takahashi thought he was ready, he realized he had failed to retrieve something else. Eventually he cleared off the podium and exited stage left. Just as Eric Todd stepped forward, to belatedly start his lecture, Takahashi swooped by again to collect one last article before dashing to the hall doors, seeming suddenly preoccupied. Todd blinked at the audience and introduced himself.

“Prototyping”, Todd declared, “is the heart of a virtuous pre-production cycle”. He explained the premise of the lecture – that he would be discussing the value of experimental models before dedicating one’s self to any one approach to a software problem. He then explained that the following would be an “advanced” talk, that would assume you already knew what he was talking about – so he wouldn’t hold back in his explanations or references. Todd rattled off a list of books that the audience might do well reading, to better understand what he was about to say – none of which, it turned out, were altogether necessary.

( Continue reading at GamaSutra )



The Past Outrunning the Future

I just now realized the connotations of the “return of Sarah-Jane” thing. When it comes down to it, essentially the Doctor dumped her. He left her behind. And come to think of it, she never really met any of his other companions — aside from Harry, of course. Jo left at the end of one season; Sarah-Jane showed up at the start of the next. And after the Doctor left her, he went off alone for a while. From beginning to end, she had the Doctor essentially to herself. So just as it will be a bolt from the blue for Rose to gel that the Doctor has had previous companions, meeting Rose will also be something of a first for Sarah-Jane.

Didn’t realize how tidy and self-contained this whole story is. Almost like it was waiting for closure. The K-9 issue just helps, as how often has the Doctor thought about a companion after moving on? For the most part, this is who he is — right here, right now. Except when it comes to Sarah-Jane. Then he can’t escape the past.

Between this thread and stuff like the revelation that the Time War was going on all through the old series, from Genesis on, and taking pains at every opportunity to make some actual sense out of the TV Movie, the new series is bringing a whole new dimension and context to the series as a whole. Not unlike, uh, the first Sonic Adventure?



The Localization of Counter-Strike in Japan

by Eric-Jon Rössel Waugh

Taninami, a thirteen-year veteran of Namco’s arcade division, was assigned five years ago to find a solution to the Japanese “network game problem”. Whereas the US has enjoyed about thirty-five years of network connectivity, online games have never really caught on in Japan; for some time, received wisdom placed the blame on a nonexistent or comparably obscure architecture. And yet, now that broadband is prevalent, the market still barely exists.

So why is that, Taninami asked. Flipping the question around, he then asked what makes network games fun. He concluded that pleasure comes in part from the game itself – provided it’s a good game – and in part from the company the player keeps. He called this situation a “relationship of multiplication”: if the opponent fails to play fairly, then the game fails to be enjoyable. As far as Taninami was concerned, that social angle was the biggest problem.

As Taninami had a limited budget, he figured there was no point in wasting resources on development, when there are already so many well-made games available; instead, he poured all of his attention into the network aspect, conducting reams on ridiculous reams of research on how to ensure a fun level of competition. For the game, he selected Counter-Strike, due to its popularity elsewhere in the world. He asked Valve for a license to promote the game in Japan; they said okay and everything was in order. Almost.

( Continue reading at GamaSutra )