Tuesday, March 29, 2005
Indie Game Jam Update
Monday, March 28, 2005
Pure Gaming Aesthetic Amazingness
For a much better synopsis of the game, see Idle Thumbs' review. Hey Jeff--you thinking this is 'zine material?
Friday, March 25, 2005
Violence in Games: We Are Lazy Bastards
A hugely disproportionate number of video games are about killing. Why do we love to model killing in our games? I tend to agree with Chris Crawford, who says that (a) violence sells, and (b) killing is incredibly easy to model. Killing is largely deterministic; that's something we already know how to do in games. Killing is a solved problem.
Of interest are the games that were made at Indie Game Jam 2, which used physics to model something other than bodies flopping around (though Mahk did his share of that, too). Also of interest are the games produced by some of my friends at Carnegie Mellon's ETC, these are rapidly developed experimental games that do a brilliant job of using physics and other deterministic conventions to make wonderful games that are (mostly) not about killing.
Thursday, March 24, 2005
Open Question
Friday, March 18, 2005
Games on the Google OS
Wednesday, March 16, 2005
Songs About Video Games Pt. 1
"Guitar and Video Games" by Sunny Day Real Estate
"Never again, my dear, shall we come dancing here /
We'll play guitar and video games."
Not actually about games so much as referencing video games in general.
"Change the Beat" by Viktor Vaughn (aka MF DOOM)
"You don't watch her, he might house 'er like Doogie /
Just to cut her loosie like [swoosh!] Mitsurugi!"
A shout-out to Soul Calibur/Blade.
Sunday, March 06, 2005
Day 2 Wrap-Up
So today was kind of a low-key day in terms of my actual job here. Most people are settled in, have network and the software they need, and so on, so there's not too much I can do. I did take pictures and cut out the heads of all the jammers so we can graft their faces ontosome models in one of the games (it's an Indie Game Jam tradition).
Robin implored that I mess around with the engine in my spare time, so I did. I'm not a great coder, unless you count 5 flavors of assembly. Then I'm "1337," so to speak. So I was only able to get the example application up and running, make my own map, and change some of the meshes and animations, making Sims with yeti heads and that kind of stuff. I was unable to figure out pathfinding and behavioral AI stuff, because I am a pretty lame coder. But it's okay; I did learn a lot about the basic engine stucture and level editing, so I'm able to help other peoplediagnose their problems.
In other news, I bought Blokus at the game store across the street, and just played it with my roommate Vincent, of Insert Credit fame.
Vincent and Chris (another Chris) have been doing sound, and man are they good. Chris is an audio contractor who mostly works with EA--in case you didn't know, a good part of the Jam attendees come from the EA/Maxis nexus. So Chris did the audio for Sims 2. Anyway, he and Vincent are great, you just tell them "give me a laugh track, salsa music, and people being murdered," and they whip up the sounds in no time. They're also really good at working with the programmers, getting feedback from them as to the sounds they're looking for. Just damned awesome.
The games are coming along really well. Jesper is doing "emtional Chu-Chu Rocket," which if you don't know the reference, I won't explain it. Ike, from Big Huge Games, is doing a dance game, where you're walking around a club and you dance with groups of people. First you dance with uncool people, and by successfully "dancing" (read "beat-matching") you learn a new move from them, which you can then use to impress progressively cooler and larger groups of people. Jordan is doing this amazing murder mystery game, all in black and white, where you first watch different people in the house reenact what their version of the night's events were. Then you switch to a crime scene mode, where you search for clues in the house. You collect the clues, and then move to solver mode, where you compare your evidence against their stories and try to guess who's lying to you. Brilliant, and the sound work on the game is unbelievable. Those are just a few of the cool games that are being made.
Friday, March 04, 2005
The Dawn of IGJ Day 2
So yesterday was awesome. The Jam itself is going pretty well. While
some of the folks who wrote the engine are really pessimistic (as in,
"This is going to be a total failure. Oh well"), most are in good
spirits and getting to know the engine, working on their designs.
Probably the highlight of my day was sitting in on a design session
with Randy and Chris, and not only being priviledged to watch them
work, but also actually getting to contribute to their design. (The
design in question is a game about high school girls where you are the
only girl in high school who can lie; your job is to use your
advantage to pit girls against other girls and climb the social
ladder.) I also got to sit in on Randy and Robin's session, too, which
was about a game where you're in the Fairmont lobby at GDC trying to
get famous game developers to dinner, but they're constantly being
swarmed by admirers.
I am in awe of the artists. We have several professional
artists/modelers/animators here at the Jam, and oh man, to watch them
shape a box and a sphere into a human being or a couch or whatever is
just amazing. They work so fast. No offense to the coders, who are
brilliant, but even though I suck at coding, I personally can
comprehend what it is like to be a brilliant coder. But I can't wrap
my brain around these guys to whom you can just say, "Give me a
Charlie Chaplin animation," and they just build it for you.
It's interesting to see where different people are right now. One guy
is building the game world first and tackling design later. Other
folks are just working out their design pretty fully and then getting
down to programming. Another one has no idea what game he wants to
make, and is just playing with the engine to see if any compelling
behaviors sort of magically manifest themselves from the natural
engine code.
And, courtesy of Darren's camera which he so kindly lent me, here is
one of many pictures: Chris and Randy working on the truthful high school design
Oops
Thursday, March 03, 2005
Coming Along
We've got about 25 people here including the G4 camera crew. Everyone here is really really nice., and I'll be going out to lunch with a few folks in a bit.
I finallygot all the computers set up this morning, and even got everything networked. We still don't have DSL, which blows, but it's even worse for the hotel staff, who can't check anyone in or process credit cards. Yikes.
We're still smoothing out the engine; turning animations are a little rough.
Uh oh.
Wednesday, March 02, 2005
Game Jam Setup Day
So we're going to be doing the last minute coding of the engine tonight (by 'we' I mean everyone but me; I'd rather be writing help documentation). The Jam starts tomorrow at around 10am. So we have 14 hours to make the engine actually somewhat developer-friendly. Right now it's a real hack. Not lik0
Tuesday, March 01, 2005
Off I Go
I will say that I've been toying with a nonviolent protest game idea, but I'm not sure what the actual gameplay will be. I was thinking of maybe a blockade-style protest, though something tells me that there's a game to be had in "nonviolently resisting arrest," as well. Jeremiah suggested that I look into a user interface of indirect control over the characters, so something more tactical rather than strategic. Oh well--I'll mull this over on the plane.
Stay tuned for updates on the Game Jam after I get there. Also stay tuned for my report on the Game Developers Conference, which starts Monday in San Francisco. I've been attending GDC since 2003, and it's consistently my favorite week of the year. I can't wait to see what happens this year!

