5.31.2008

Call to Arms entry 10: Bumbershoot

Dan Bruno, maintainer of the blog Cruise Elroy, submits a Call to Arms concept which subverts the expectations of playing a platformer, and encourages the player to seek out the game's hidden agenda.

Summary: A puzzle game disguised as a platformer, Bumbershoot uses player expectations to disguise its true mechanic. It’s my hope that the subversion of a familiar genre will address the conflict between convention and innovation, while the “metagame” of figuring out how to play will evoke a unique sense of discovery and accomplishment in the player.

Play: Bumbershoot looks like a simple 2D platformer. There are critters to jump on, coins to collect, and obstacles to overcome as the character progresses through each level. The game offers no instructions beyond explaining the controls, so an experienced player will treat it like a Mario game.

However, the feedback and reward mechanisms that are typically found in platformers are absent in Bumbershoot. Jumping on critters doesn’t yield any powerups or bonuses (and isn’t necessary anyway, as they aren’t actually dangerous); collecting coins doesn’t make a “pling” noise, count towards an extra life, or otherwise give any indication of being useful; getting to the end a level doesn’t cue victory music or a cutscene, but just dumps the player unceremoniously at the beginning of the next one. In short, the player can complete the game “normally” by moving from left to right through each level, but the game will give no particular indication that she’s doing anything right. If all goes well, such a victory will be hollow and unrewarding.

During play a score is displayed prominently at the top of the screen, but typical platformer actions like the ones described above have little or no effect on it. Meanwhile, seemingly random actions will send the score through the roof, and the game makes a big deal out of those events. Right now I’m thinking of the score-tallying beeps at the end of a level in Super Mario Bros. or the extra life fanfare in Sonic the Hedgehog, but there may be better signals.

The point of the game is to first realize that typical platformer behaviors are not rewarded, and then figure out what behaviors are rewarded instead.

The plan is for each level to have a different hidden task. One might require the player to perform some action in time with the background music, like the Koopas in New Super Mario Bros.; another might be to jump on all objects of a particular color, or to touch all the floating platforms. Ideally they would be simple enough that the player could find them and unusual enough that she won’t do well at the game without trying to. If necessary, there could be clues embedded in the environment — the colored objects could catch the light and sparkle to attract attention, for example. Completing these tasks will increase the player’s score, trigger sound effects, earn extra lives, and feature all the other reward mechanisms that gamers have come to expect.

At the end there will be a high score chart and a catchy song, because after Portal, You Have to Burn the Rope, and On the Rain-Slick Precipice of Darkness I’m convinced that every game needs to end with a catchy song.

Concerns:

  • Designing the hidden tasks would be difficult. At least a couple of them will need to be obvious enough that an average player will stumble upon them so that the meat of the game isn’t missed completely. Ideally I’d like to see someone play it like a standard platformer, accidently earn a ton of points for something that seems insignificant, and then think “what the hell did I just do?”
  • Using a mysterious game mechanic to evoke a feeling of discovery may not be enough to make the game hold together. Hopefully combining that idea with the genre subversion is enough to keep a player interested. If necessary, the score could be replaced or combined with some other kind of feedback.
  • Since the real impact is the initial discovery about the nature of the game and not in the subsequent puzzle elements, the game needs to be pretty short. As with Jason Rohrer’s games, I actually think Bumbershoot will make its point rather quickly — perhaps five Super Mario Bros. 3-length levels would do the trick.
-Dan Bruno

5.29.2008

Call to Arms entry 09: Survival

Coleman McCormick, an old friend and maintainer of Chucklefest.net and his Tumblelog, Shodan Lives, submits a Call to Arms entry about the challenges and rewards of leaving modern society behind.


Survival

You’re a simple, essentially talentless man, waking up in the middle of the wilderness. In complete desolation. There may be no people within tens or hundreds or thousands of miles, you have no idea. Your objective is to reach something resembling civilization, be it a full-blown city, campsite, cave-dwelling natives… something.

You begin your trek armed with only some pocket items. You have your wristwatch, cell phone, wallet containing a few items, and maybe a candy bar. Because the wilderness is completely foreign to you (maybe you were previously a Wall Street investor), you have some serious things to learn if you wish to survive even the first few days. Feeding yourself will entail scrounging for berries or fruit initially, and as you collect some basic elements, you may even be able to fashion some primitive weapons. You’ll have to acquire clothing and create some form of shelter in order to stay healthy, otherwise exposure will weaken and possibly kill you. Clothing yourself might include killing an animal, cleaning it, and tanning hides or tailoring the fur into warmer garb.

Setting up camp will allow you to become more familiar with those immediate surroundings. This may pay off in the short term, allowing you to avoid danger and injury, but only in the short term. You must move along if you expect to truly survive. You absolutely will succumb to some uncontrollable force of nature eventually. A bear might rip you up in your sleep. So you camp for a few days and move on.

As you journey along in search of someone, your experiences will pay off. Hunting more often makes hunting easier and in turn keeps you well fed. Learning about plant life will allow you to gather more varied fruits. With blade-wielding talent you’ll more efficiently clean your kills providing better yield of hide, fur, or meat. Collecting firewood, climbing mountains… it all becomes easier with practice. Life in the wilderness can be exhilarating, frightening, fun, deadly. Climbing a sheer cliff face may get you a hundreds of feet above, providing a better vantage point to view your surroundings, a stunningly picturesque landscape, and access to whatever’s on the other side of the mountain. You’ll encounter rivers to cross, predators to evade, and if you’re lucky: signs of human life.

As you begin to run across signs of other travelers or settlers — old campfires, animal carcasses, beaten paths through the forest — you must use tracking and pathfinding skills to seek out the nearby civilization. But there’s another catch: they won’t necessarily be friendly. You’ll have to figure that out.

If you find friendlies, and they accept you into the fold, The End.

————

This game would be best if it played out over the course of dozens of hours, giving you time to learn the ropes of survival, as well as making new experiences in the wilderness all the more affecting. Of course since the world is completely open, you play at your pace. However, there is one absolute certainty: you will not last forever in the wild. You’ll do what’s necessary to survive, and sometimes that means it isn’t what you “want” to do. The player would experience hardship, cheat death, overcome adversity, and avoid disaster through becoming one with a foreign environment (without having to risk one’s real life in the bush.)

-Coleman McCormick

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Call to Arms entry 08: Potter

In Potter, virtual pottery-throwing allows the player to express their creativity while gradually mastering a craft.

Summary:
Potter expresses the satisfaction of a job well-done by casting the player as an apprentice to a Master potter, and allowing them to express their creativity and skill to create a wide variety of ceramics. Using the Wii interface to simulate the acts of throwing and glazing clay, the player gradually improves his craft, learning from the Master and sharing his work with others.

Play: At the outset of the game, the player may choose a Master potter whose apprentice he will become. The player browses a sampling of each Master's wares, along with a personal statement about his style and methods. The player's own work will be steered by his Master's guidance, so the player should choose a Master whose work he'd most like to emulate.

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5.28.2008

Call to Arms entry 07: Jump

Duncan Fyfe, blogger and former contributor to Idle Thumbs, submits a bleak dreamscape to the Call to Arms.

It starts in a house -- don't know how you got there -- and this game is clearly a shooter because there you are in first-person perspective with a crosshair and health/ammo meters and weapon slots. But your health is set at 40 for some elusive reason, and you don't have a gun. Neither does the game. No weapons at all and no enemies either. You can jump, crouch and strafe but there's nothing to jump over, crouch under or strafe around. Nothing in your inventory. What you can do is wander around the dark, empty rooms of this boring house looking for, well, a game to play. The doors are locked. You can see out the windows, but because the game won't let you punch anything you can't break them. There's a complete lack of direction to the level design: it's not subtly or overtly ushering the player down a specific path. Everything's open to you; you can go anywhere you want. It doesn't matter.

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5.27.2008

Call to Arms Entry 06: Strange Land

I'm tossing another one in the ring, just for fun. Thanks so much to everyone who's contributed so far to the Call to Arms!

Summary:
Strange Land casts the player as a 'stranger in a strange land,' who must survive in an urban setting with no initial knowledge of the native language. At first the game conveys the alienation of living behind a language barrier; as the player progresses, he gains the pride of mastery by internalizing and becoming fluent in that same language.

Play: Strange Land is a single-player game structured somewhat like Animal Crossing, or The Sims, or Shenmue without the story; the input and point of view is most similar to the latter, with the player directly controlling his avatar at ground-level. The player takes on the role of a young person who has left their native country and recently arrived in a bustling town somewhere in Strange Land. The people here are much like those of the player's homeland, but with different language and customs. From this starting point, the player must first figure out how to communicate well enough to survive, then build a life for him or herself in this new place.

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5.26.2008

Call to Arms entry 05: Resonance

Michael Clarkson, a postdoc from Massachusetts working in the biotech sector, submits Resonance: an entry to the Call to Arms which allows the player to explore a number of philosophical conflicts, all under the umbrella of an interactive oratorical simulation.

Resonance takes place throughout the history of a city-state. The particular kind of setting (fantasy/sci-fi/kittens) doesn't particularly matter because the idea is to tap into the universal aspects anyway. On each mission the player become the Muse of a Hero, whose task it is to guide the city through a crisis. The Hero comes with his own point of view, and strengths and weaknesses in communicating to particular demographics. The player's task is to preserve the city, and his only means of doing so are telling the Hero when and where to speak, and providing inspiration for the Hero's speeches.

Each crisis poses a sort of yes/no question: should the nation accept a large influx of refugees, should it go to war against an evil nation that does not threaten the city directly, should workers form labor unions, should income be radically redistributed, etc. By adjusting his strategy the player can allow either of the propositions to "win". The Hero's position is not always "right". Indeed, were I making this game I would have at least one mission where the Hero's choice is quite obviously wrong.

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5.25.2008

Call to Arms entry 04: Sellout

JP LeBreton, a designer on BioShock and now lead level designer on BioShock 2, shares a musical take on the conflict between Pragmatism and Romanticism: Sellout.

Sellout is played with the Guitar Hero / Rock Band guitar controller - you could extend the concept to include an entire band, but I wanted to keep the focus small and personal.

Sellout puts you in the role of a busker on a populated street corner. Over the course of a session, different people will pass by who value very different qualities in the music you play. The core loop of the game is about choosing what sort of audience impulses you cater to.

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Call to Arms entry 03: Last Call

Game programmer and blogger Borut Pfeifer contributes a Call to Arms entry which conveys the experience of dating through his own subjective lens.

Last Call

I don’t even know how to describe this feeling with words, that’s why I wanted to make a game about it. So by way of explanation, I’ll just describe some of the circumstances that inspired it. Between October 2007 and March 2008, as a single 31 year old man, I went to 4 different weddings (3 of very close friends, and one old, good, friend from college I hadn’t seen in a long time). Prior to this, I had moved to LA in early 2007, and was trying to date there.

By the end of all that, perhaps needless to say, I had numerous opportunities to reflect on my life, where I am, the choices I’ve made, and the problems I was facing finding what I wanted. Dating had in recent years (especially in LA up to that point) been a fairly empty process - I might go out with nice people ending up having nothing in common or no chemistry/passion for the other person (or vice versa). Seeing so many of my friends get married at that point made me question not just my decisions but whether the whole process was just flawed. The feeling I wanted to get at in the game was this complex combination of feeling loss for the experiences I had not pursued, as well as an understanding of the impermanence of life - the sense of the passage of time being constant and unrelenting, motivating one to act & not let opportunities go by. Along with a critical (or at least sarcastic) questioning of the whole dating process.

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5.24.2008

Call to Arms Entry 02: Family Commute

British ex-pat game developer, our man in Japan, nom de plume extraordinaire JC Barnett offers his satirical entry to the Call to Arms: a game that interactively expresses the challenge of surviving a Tokyo train commute.

FAMILY COMMUTE

Using the Wii balance board as a control mechanism the player must, simply, survive a commute on Tokyo's busy rail system. There will be a set of difficulty levels of increasing commute length, all played out in real time, from the "easy mode", a roughly 10 minute ride, right down to "salaryman mode", a full hour and a half of commuter Hell.

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5.21.2008

Interviewed

A brief interruption to the Call to Arms: Michael Abbott has generously allowed me to contribute to his latest Brainy Gamer Podcast, by encouraging me to blather on and on in response to his thoughtful interview questions. Give it a listen to hear my thoughts on art school, Gears of War, and playing video games on the last day of your life.

Call to Arms entry 01: Couples Counseling

Writer L.B. Jeffries contributes his response to the Call to Arms, a proposal involving marriage counseling and conflict resolution.

I've always wanted to make a game about couples counseling. My Mom is a marriage counselor and she uses a variety of social exercises and games to get people talking, so I figured just transfer it to the digital medium.

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5.20.2008

Call to Arms 2008


Entry 01: Couples Counseling by LB Jeffries
Entry 02: Family Commute by JC Barnett
Entry 03: Last Call by Borut Pfeifer
Entry 04: Sellout by JP LeBreton
Entry 05: Resonance by Michael Clarkson
Entry 06: Strange Land by Steve gaynor
Entry 07: Jump by Duncan Fyfe
Entry 08: Potter by Steve gaynor
Entry 09: Survival by Coleman McCormick
Entry 10: Bumbershoot by Dan Bruno
Entry 11: Friends Like These by Justin Keverne
Entry 12: Bereavement in Blacksburg by Manveer Heir
Entry 13: Fruit of the Womb by Roberto Quesada
Entry 14: Peace by Christiaan Moleman

Memories. Feeling. Meaning. Conflict.

They can all be expressed through interaction-- games. Interactive experiences are driven by design. And we're all designers. Of any discipline involved in game-making, design's door is open widest. There is no barrier to entry. Players, artists, teachers-- we're all designers.

The challenge then is to express through interaction an experience that the player will find meaningful-- something novel, poignant, interesting, personal, or enlightening. As video game designers, we've explored a few forms of conflict with great fidelity: mostly direct and violent; mostly expressing the feeling of prevailing over one's rivals.

So, Fullbright proposes a public thought experiment; a decentralized game design symposium; a call for new takes on interactive expression. If we've succeeded by now in conveying feelings like "exhilaration," "fear," and "victory," and conflicts such as "individual power vs. strength in numbers," "man vs. rule system," "entropy vs. order," and "good vs. evil," the Call to Arms focuses on some more elusive aesthetics. Here's the procedure:

  1. Choose a feeling or a philosophical conflict listed below, or come up with one of your own. If someone has already posted an entry on an item that interests you, don't be afraid to tackle it in a different way; multiple approaches to one problem are encouraged.

  2. Write a simple game design which would express that feeling or conflict directly through interaction. The rules of the game-- what you do as a player and how the system (or other players) may react-- should speak directly to the tenets of the premise itself. This can be a proposed video or analog game-- computer, console, tabletop, boardgame, or other; any format will be accepted. Proposing a loose fictional veneer is valid if you feel it's necessary, but should not be the focus of your design; focus on the interactive elements, the rules of play, what happens, and how that speaks to the significant aspects of your chosen aesthetic. The game's framework can be purely abstract or it can be character-based; it's all open to your interpretation.

  3. Post your design in written form (illustrations and functional prototypes totally optional) on your blog or website and link to it in the comments here. Or, if you don't already have a soapbox, post your design directly into the comments here, or e-mail it to Fullbright. All designs will be displayed here once received, resulting in a public collection of theoretical game designs.

  4. There is no judging or prizes. All submitted designs become public domain, so don't post anything you're horribly attached to. The goal here is to share ideas with the world, not to put any of the resulting designs into production.

  5. Don't disqualify yourself! Everyone is a designer. Ideas are design; play is design. If you've never made up a game before, or created a design document, take this opportunity as your first.
Below are my initial proposed feelings:

  • The sadness of loss
  • The satisfaction of a job well-done
  • The joy of discovery
  • The vindication of upholding one's convictions
  • The anxiety of uncertainty
  • The thrill of infatuation
  • The alienation of being in a foreign land
  • The comfort of true friendship

Next, my initial proposed conflicts:

  • Duty vs. Passion
  • Indulgence vs. Prudence
  • Faith vs. Skepticism
  • Ostracism vs. Acceptance
  • Patience vs. Impulse
  • Masculinity vs. Femininity
  • Tradition vs. Progress
  • Innocence vs. Cynicism
  • Pragmatism vs. Romanticism

This exercise bears something in common with Clint Hocking's "Seven Deadly Sins" elective from the Game Design Workshop; for a starting point, check out how one team of designers at this year's GDC expressed Gluttony with a card game. Alternately, note how BioShock used a character-based approach in expressing Altruism vs. Self-Interest, and whether its mechanics supported the implications of that conflict. Or, how Jason Rohrer explored the bittersweet melancholy of aging with Passage.

What is meaningful to you? How can that be conveyed to others through interaction? Design play to share that experience with others. Heed the call to arms!

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5.18.2008

Busy

Being out of the house all day certainly leaves less time to blog.

5.02.2008

Shocking


It's a bit belated, but I can finally share the news: about a month ago I started as a designer at 2K Marin, working on BioShock 2.

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