For less
recent
fare,
consult the
archives
at left.

subjective level design

Aderack:  I’d love to see a game with completely subjective level design. We sometimes get this in cases where, say, the inside of a building — after a transition — is way bigger than the outside, or where the Metroid 2 map winds around and over itself (though that can be interpreted as “flattened” 3D movement around the planet).

What I mean, though, is that the reality of anything not directly in the player’s line of sight is up for grabs. Ideally, this would be executed in such a manner that the player does not necessarily notice things shifting around.

Toups:  I’m not sure I get it. you mean like it’s different every time you play?

Aderack:  No, I mean the only basis for reality you have is what you’re seeing at that absolute moment. If you try to retrace your steps, you may well find yourself someplace alien. Perhaps the player would be guided by there being one thread of consistent reality to follow.

Toups:  kind of like silent hill but not scripted?

Aderack:  Sort of.

Toups:  have you played LSD d00d?

Aderack:  No.

Toups:  that’s… apparently what it’s like? I haven’t played it myself, either

Aderack:  I mean, simple example: You walk down a corridor and turn the corner. There’s something you don’t want to deal with around the corner, so you turn back — except when you do so, the corridor no longer leads back exactly where you expect it to. Everything you do is moving “forward” in some way.

Toups:  yeah. I feel like there’s a game that at least has a segment like that…

Aderack:  And it would all be in real-time like that.

Toups: but I can’t think of it

Aderack:  There are lots of games that have parts similar to this. Lost Woods. Though I’m thinking of it being rather more subtle and surreal.

Toups:  yeah

Aderack:  The idea being to create anxiety. You never know where you’re going. The way that dreamspace makes no logical sense.

Toups:  right. it would be kind of difficult to uh make that work in a way that’s not frustrating

Aderack:  Not really all that difficult.

Aderack:  I’m thinking in particular of it being sort of a FPS format. Since that would be idea, camera-wise.

Toups:  you know I think there’s a DOOM level like that. maybe it was fanmade. but basically like you’re in this maze. but the paths keep changing as you cross certain lines. so when you turn around you have to go a different way. which isn’t quite the same but it’s an approximation. I have distinct memories of that sort of thing…

Aderack:  Sort of, yeah. I’m really thinking about an urban setting. Streets and landmarks that keep shifting.

Toups:  that’d be pretty awesome, yeah

Aderack:  You can stop and ask for directions, and they’re always random.

Toups:  hmmmm. sort of like… this?

Aderack:  There are maps you can stop and look at, at bus terminals or whatever, and they’re always just abstract enough that you can’t quite figure out where you are, yet they seem plausible. There’s never a “you are here” dot. Or maybe there is, right toward the beginning. Or if there’s an ocean walling in one side of the city. If you get on a subway or bus or whatever, none of the stops have exactly the right name. And it keeps making turns and stuff. Until you’re completely lost.

Or alternatively: level design that is set, yet which doesn’t conform to any rational design. It only makes sense in the moment.

Toups:  uhh

Aderack:  And it does make perfect sense when playing; it’s only when trying to think of it in broader terms that it doesn’t add up.

Toups:  kind of like Half Life 2?

Aderack: Does the geometry there not add up?

Toups: not… really?

Aderack: Metroid 2 is a good example.

Toups: yeah it is

Aderack:  Except, imagine it in 3D. And it being… more. Rather than some bits simply overlapping, have the entire thing irrational. Distances between things, transitions… The entire concept of space is fucked-up, though it doesn’t seem that way.

Toups:  yeah

Aderack:  All the better if the whole aesthetic is continually, albeit subtly, changing. And maybe if people refer to you by name, the name keeps changing. The nature of your mission is always in flux, though your immediate goal is usually clear enough. And the transitions seem natural.

It’s only when looking back that you realize how insane it all is. “How did I get on a powerboat with a leopard?” Thing is, the game would have to take itself completely seriously. Not let on that there’s anything odd happening.

Toups:  haha have you played indigo prophecy

Aderack:  You know. No, I’ve not.

Toups:  you should



Donkey Kong 3 ()

by Eric-Jon Rössel Waugh

It’s been said that each of us only has one tune to play; all we ever do is change the way we play it. It’s also been said that Donkey Kong and Mario creator Shigeru Miyamoto’s tune originates in his personal hobbies, filtered through a love of Japanese and Western fairy tales. The Legend of Zelda has its roots in the fields and caves behind Miyamoto’s childhood home. Pikmin comes from Miyamoto’s garden. And Donkey Kong 3 is based on the premise that it is fun to spray DDT up a gorilla’s asshole. While being attacked by bees.

( Continue reading at ActionButton.net )



Serialization

I’m getting my cable disconnected because I don’t really watch it. The few shows I do watch, I can just torrent or whatever. That’s… Lost and BSG, really. And BSG is going to be off-air until 2008, so.

Bittorrent is the future of television, I swear. Between that and DVD… The thing about BT is that it’s global. I mean. Doctor Who’s starting up again in a few days, in the UK. Though it’s being picked up sooner than before, it still won’t show on Sci-Fi for months. Doesn’t matter if you’ve DSL!

There was a recent survey I read that said that the average person in the US has something like 130 TV channels available to him — and yet the average person only ever watches something like 6% of those channels. That’s foolish. Were I given the option to choose, say, a dozen channels that I actually felt were interesting (plus all of the local stuff — PBS is important), that’d be fine. Maybe a buck a channel, per month?
Plus a ten dollar flat fee, including all the local stuff?

You can’t even get Comedy Central here unless you pay thirty-something dollars a month — and to hell with that. The Daily Show isn’t worth that much to my life. They need a system where you pay for what you actually watch. Or intend to watch.

The whole channel system is a bit screwed-up anyway. Outdated. In the future, the ideal way this would work would be subscriptions to particular shows. Which would be delivered at certain intervals. And you could watch them whenever you wanted. And it would be worldwide. So if I wanted to subscribe to an obscure Indian show that was starting to gain popularity, I could do so.

Maybe the way it would work is you’d have a certain number of points to allocate in a given month. You could buy more, if you wanted. I guess it’s kind of like Netflix — pay more to get more DVD rentals at once.

If you found a show you liked, you could have the option of starting from the current episode or starting from the beginning. Likewise, you could splurge a bunch of points to watch the whole thing at once, or you could just go one episode at a time, a normal subscription, starting from the start.

This is the way television will work, eventually. DVD sets would still exist as compilations, the way they sell episodic games in boxes.

The tide is turning; people are starting to realize that the shows are more important than the networks. DVD is helping a lot in this. And actually-good TV being made.



How to Make the DS Better

by Eric-Jon Rössel Waugh

Originally published by Next Generation.

That the DS is a sensation is both indisputable and deserved. That it has helped to change the industry should by now be reasonably obvious. All the more shame, then, that the system is not really built for success.

The DS was an experiment – a cautious stab in the dark, introduced almost with an apology in Nintendo’s early assurance that it was not replacing the Game Boy. Instead, Nintendo insisted, the DS was meant as a “third rung” in the company’s strategy in addition to its traditional handheld and console systems. Judging by how long it took the industry and its followers to “get” the system and its improved follow-up, the Wii, Nintendo’s caution was probably well-advised.

To Nintendo’s credit, it wasted little time.

( Continue reading )



Rainbow Six’s Upton Talks Landscaping Game Worlds

by Eric-Jon Rössel Waugh

The final session of the final day of last week’s GDC 2007 was a cross-disciplinary take on level design. Brian Upton, a senior designer for SCEA and the lead designer for Rainbow Six and Ghost Recon, called on theme park design, landscaping, and city planning as parallels for level design, explaining that they all work under the same principles.

The main concern with all of these disciplines is human psychology – an understanding of how people orient themselves within, organize, and think about the space around them. Since theme park designers, landscapists, and city planners have been doing their job a heck of a lot longer than game designers, Upton suggested looking to these older fields not only for technique but for terminology with which we might describe and define level design.

( Continue reading at GamaSutra )