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<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Fri, 17 Feb 2012 04:14:24 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>36peas - blog</title><subtitle>blog</subtitle><id>http://www.36peas.com/blog/</id><link rel="alternate" type="application/xhtml+xml" href="http://www.36peas.com/blog/"/><link rel="self" type="application/atom+xml" href="http://www.36peas.com/blog/atom.xml"/><updated>2012-02-02T10:25:40Z</updated><generator uri="http://www.squarespace.com/" version="Squarespace Site Server v5.11.81 (http://www.squarespace.com/)">Squarespace</generator><entry><title>It's go time: project updates and some teaser art for Dead West</title><category term="Dead West"/><category term="Hyperion: d7"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2012/1/21/its-go-time-project-updates-and-some-teaser-art-for-dead-wes.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2012/1/21/its-go-time-project-updates-and-some-teaser-art-for-dead-wes.html"/><author><name>36peas</name></author><published>2012-01-21T16:31:42Z</published><updated>2012-01-21T16:31:42Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Dead West went into full production last week -- it's been a while getting to start on this one, but fortunately we're way ahead on the art production side. First demos will be around the time of (and at) GDC early March. In the meantime an update on other stuff and some of our latest characters and level background style updates...</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/dwcharsjan2012.jpg?__SQUARESPACE_CACHEVERSION=1327163639523" alt="" /></span></span></p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/dw bkg jan 2012.jpg?__SQUARESPACE_CACHEVERSION=1327163678312" alt="" /></span></span></p>
<p>Another <a href="http://www.hyperiond7.com/">Hyperion</a> update was submitted last night -- it features an in-game tutorial and tips system. Great for both new and experienced players. Watch for that hitting the App Store -- we're dropping the price at the same time. And by dropping the price, we mean making it free.</p>
<p>As usual we're involved in a couple of long-term and couple of shorter-term consultancy and service projects. This year we're being somewhat more discriminating about what we accept though -- if you need help give us a shout at <a href="mailto:help@36peas.com">help@36peas.com</a>. We generally always have capacity for iOS games projects and normally (depending on other commitments) some back-end multiplayer and infrastructure stuff as well.</p>]]></content></entry><entry><title>iPad Game Design -- slides from Develop Liverpool December 2011</title><category term="game design ios"/><category term="iPad"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2011/11/25/ipad-game-design-slides-from-develop-liverpool-december-2011.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/11/25/ipad-game-design-slides-from-develop-liverpool-december-2011.html"/><author><name>Gareth Jenkins</name></author><published>2011-11-25T14:19:02Z</published><updated>2011-11-25T14:19:02Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>I presented this at <a href="http://liverpool.develop-conference.com/">Develop Liverpool</a> yesterday -- similar to what I did at 360idev Devner back in September.</p>
<p>Note: SlideShare seems to have had some kind of fit with the title slides. I really don't repeat myself that much ;)</p>
<div id="__ss_10324543" style="width: 425px;"><object id="__sse10324543" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=develop-ipadgamedesign-111125082307-phpapp02&stripped_title=ipad-game-design-develop-liverpool-dec-2011&userName=garethjenkins" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><param name="wmode" value="transparent"/><embed name="__sse10324543" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=develop-ipadgamedesign-111125082307-phpapp02&stripped_title=ipad-game-design-develop-liverpool-dec-2011&userName=garethjenkins" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" wmode="transparent" width="425" height="355"></embed></object></div>
<p>A lot of the salient parts were made by me vocally. As far as I'm aware there wasn't a recording -- and I don't have notes, but you should get the general idea from the slides above.</p>
<p>There's also a <a href="http://www.pocketgamer.biz/r/PG.Biz/36peas+news/news.asp?c=35541">great write-up by Keith Andrew over at PG.BIZ</a>.</p>]]></content></entry><entry><title>Free to Play*: what's all the fuss about? (Venn included)</title><category term="business"/><category term="freetoplay"/><category term="gamesindustry"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2011/10/28/free-to-play-whats-all-the-fuss-about-venn-included.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/10/28/free-to-play-whats-all-the-fuss-about-venn-included.html"/><author><name>Gareth Jenkins</name></author><published>2011-10-28T14:37:10Z</published><updated>2011-10-28T14:37:10Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Abstract, summary and conclusion all in one Venn for the impatient:</p>
<p><span class="full-image-block ssNonEditable"><img src="http://www.36peas.com/storage/free to play venn.png?__SQUARESPACE_CACHEVERSION=1319812869070" alt="" /></span></p>
<p>And, actually, I'm kind of impatient too. So here's some some shortform notes on what I was thinking about when the above popped into my head.</p>
<ul>
<li>We named it wrong -- it's not "free" at all. It's just another way of try before you buy</li>
<li>This is not a post about <a href="http://en.wikipedia.org/wiki/FarmVille">shitty</a> <a href="http://en.wikipedia.org/wiki/We_Rule">energy system</a> <a href="http://en.wikipedia.org/wiki/CityVille">time management</a> <span style="text-decoration: line-through;">games</span>&nbsp;interactive experiences</li>
<li>* I would write Free 2 Play... but I was reliably informed at GDC Online that the term is trademarked by <a href="http://en.wikipedia.org/wiki/K2_Network">K2 Network</a> -- in a talk, by them, about the wonders of this "new" model&nbsp;</li>
</ul>
<p>We've a bunch of other terms to describe this stuff:</p>
<ul>
<li>Freemium: apparently it's different, though I hear it used interchangeably with free to play</li>
<li>Freeware: stuff that is actually free</li>
<li>Shareware: stuff that is feature or content limited until the user hands over some cash</li>
</ul>
<p>Wait a minute, that definition of shareware sounds kind of familiar... in fact, isn't that a better description of what we're trying to describe here? Instead of copying floppy disks and installing from free CD-ROMs, we're pushing this stuff out digitally... but we're still targeting the maximum possible audience with the free stuff in order that the ones who really like it want to pay more to play more -- and can? Right?</p>
<p>Okay, "shareware" isn't a great name either... but it at least is a little more accurate. And it doesn't sound quite so manipulative. Have you thought about <a href="http://www.morewords.com/contains/free/">other words with "free" in them</a>. There are more poor examples than great ones.</p>
<p>Anyway, back to that diagram. It's pretty self explanatory. This is nothing new... we're just finding new ways of getting the reach we need in order for people to reimburse us as and when they want to. In fact, it's a little better -- the green circle being inside the red circle means everyone paying us money has already played our game... the chances of them being satisfied with their purchase are much higher.</p>
<p>AS A COMPLETELY SEPARATE ISSUE, we have to remember that in parallel there's a bunch of other crap being pedalled under the "game" moniker -- if we continue to make <a href="http://euw.leagueoflegends.com/">high quality games</a> and at the same time experiment with these new delivery and commercial mechanics, the distinctions will become clearer.</p>]]></content></entry><entry><title>Blackboard storage for your game's component architecture</title><category term="code"/><category term="componentarchitecture"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2011/9/30/blackboard-storage-for-your-games-component-architecture.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/9/30/blackboard-storage-for-your-games-component-architecture.html"/><author><name>Gareth Jenkins</name></author><published>2011-09-30T20:27:13Z</published><updated>2011-09-30T20:27:13Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>When I was preparing resources for the talk I did on <a href="http://www.36peas.com/blog/2011/9/15/lightweight-component-architectures-and-object-composition-i.html">component architectures</a> for game development at <a href="http://360idev.com/">360idev in Denver</a> earlier this month I came across a post on <a href="http://aigamedev.com/open/highlights/static-blackboard/">blackboard data storage</a> over at the excellent <a href="http://aigamedev.com/">AIGameDev</a>.</p>
<p>In this post I've outlined a couple of ways this kind of data storage can be used alongside component-based stores for global state and shared data.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/blackboard.jpg?__SQUARESPACE_CACHEVERSION=1317415405252" alt="" /></span></span>&nbsp;</p>
<h3>Background and context to date</h3>
<p>To date we'd been sharing global data using one of the following methods:</p>
<ol>
<li>The GameWorld's local store (a dictionary)</li>
<li>Properties on the GameWorld object itself</li>
<li>In-component referencing / lookups</li>
</ol>
<p>These have all got problems -- the first requires proper management of lookups, is slow for common lookups (each lookup is a key search) and is clunky for access outside of the game world (i.e. by controller interfaces; the second requires modification of the GameWorld class -- this feels very wrong and makes the GameWorld code completely unportable, and; the third leads down the road of interdependency and presents similar problems to traditional OO hierarchies (inflexibility, obfuscation and bottlenecks).</p>
<h3>No perfect solution</h3>
<p>A component-oriented design really should be as component centric as possible, but there are cases where there is no clear "component" solutions, for example:</p>
<ul>
<li>GameWorld &lt;&gt; Application &lt;&gt; OS communication</li>
<li>Controller interfaces and attachment</li>
<li>Game state</li>
<li>Caching</li>
</ul>
<p>The blackboard architecture helps with all of the above cases.</p>
<p>It also helps with more debatable components -- things like map managers -- where there's a strong case for externalising the functionality of a component but also a desire to have belong in the game world (especially for the purposes of messaging, updates etc). Other components can acccess said map managers directly as if they were singletons or external systems, but they can also participate in the gameworld's messaging system or update loops as required.</p>
<h3>How to implement a component-friendly blackboard data store</h3>
<p>We're simply creating a blackboard class and hosting an instance of it on the GameWorld object itself. This means that:</p>
<ul>
<li>Specific data stores are exposed through properties</li>
<li>As a result data access is type safe</li>
<li>The blackboard can house it's own LoadData function to populate from persistant storage if required</li>
<li>The blackboard class itself is project-specific but it's hosting in the GameWorld is generic (keeping your game world, objects and components generic utilities)</li>
<li>Access is direct for all components (e.g. component -&gt; object -&gt; world -&gt; blackboard)</li>
</ul>
<h3>Smarter game components and behaviours</h3>
<p>Abstracting away shared storage has a couple of other benefits at the component level as well.</p>
<p>A great example of this is, in the iOS/Cocos2d space, sharing sprite batches between instances of the same component. Our simple BCharSprite is instanced in a number a different types of game objects and hence is difficult to build factory and shared methods for -- it's a true component in it's isolated behaviour. However, we want to be able to re-use sprite batches when the sprite sheets themselves have already been loaded by another component. This is accomplished very easily using a blackboard using a single NSMutableDictionary accessed as follows:</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/load sprite batch.png?__SQUARESPACE_CACHEVERSION=1317416813074" alt="" />&nbsp;</span></span></p>
<h3>Should I use a blackboard for storing data in my game's component architecture?</h3>
<p>As with anything component-oriented (and really any software design) this does require some forethought and consideration -- you need to understand why you are implementing this kind of storage, how your comopnents are independent and (as they inevitably will be in some way) interdependent.</p>
<p>There is no perfect solution, but there are lots of great ones. This seems to be working for us so far.</p>
<h3>More information:</h3>
<ul>
<li><a href="http://www.36peas.com/blog/2011/9/15/lightweight-component-architectures-and-object-composition-i.html">object composition and lightweight game component architectures</a></li>
<li><a href="http://www.36peas.com/blog/2010/11/24/an-introduction-to-our-component-architecture-what-we-starte.html">our original game component architecture design</a></li>
<li><a href="http://aigamedev.com/open/highlights/static-blackboard/">blackboard data storage</a></li>
</ul>]]></content></entry><entry><title>Lightweight component architectures and object composition -- including some "sample" code</title><category term="360idev"/><category term="componentarchitecture"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2011/9/15/lightweight-component-architectures-and-object-composition-i.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/9/15/lightweight-component-architectures-and-object-composition-i.html"/><author><name>Gareth Jenkins</name></author><published>2011-09-15T19:22:30Z</published><updated>2011-09-15T19:22:30Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Want to take a look at a component architecture in practice? Attend my talk at <a href="http://360idev.com/">360idev</a> yesterday and want the code I promised? Have no idea what object composition is? Awesome -- this is just for you then.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/ca arch.png?__SQUARESPACE_CACHEVERSION=1316115638818" alt="" /></span></span></p>
<p>We use a pretty lightweight component architecture for our iOS projects. It looks exactly like the structure above.</p>
<ul>
<li>Game World -- container for game objects; entry point for broadcast messaging, update loops, cleanup messaging and object removal</li>
<li>Game Object -- container for components (or behaviours as we actually call them in code); parse for loading objects from templates; proxy for messages, loops and cleanup</li>
<li>Component -- a specific piece of encapsulated game logic or functionality</li>
</ul>
<p>The component is the critical thing -- this is where you put your stuff. Game objects are a composition of components. I'm not going to try and explain that here -- I suggest you check out the links below, or wait until John gets the session recording up from 360idev in which I talk about this quite a bit.</p>
<ul>
<li>Original outline post written here:&nbsp;<a href="http://www.36peas.com/blog/2010/11/24/an-introduction-to-our-component-architecture-what-we-starte.html">36peas component architecture</a></li>
<li><a href="http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/">Refactoring Game Entities with Components</a></li>
<li><a href="http://pushbuttonengine.com/docs/04-Components.html">Property and evented style components</a></li>
<li><a href="http://cmpmedia.vo.llnwd.net/o1/vault/gdccanada09/slides/marcinchadyGDCCanada.ppt">Theory and Practice of Game Object Component Architecture (PPT)</a></li>
<li><a href="http://scottbilas.com/files/2002/gdc_san_jose/game_objects_slides_with_notes.pdf">A Data-Driven Game Object System (PDF)</a></li>
<li>Game Programming Gems 5 (2008) -- Bjarne Rene -- Component Based Object Management</li>
<li>Not quite component-architecture specific, but&nbsp;<a href="http://aigamedev.com/open/highlights/static-blackboard/">this post re static blackboards</a>&nbsp;on&nbsp;<a href="http://aigamedev.com/">AIGameDev</a>&nbsp;is useful if you choose to implement data storage in that way.</li>
</ul>
<p>It's critical not to get hung up on trying to implement or decide upon a perfect architecture. There isn't one.</p>
<p>Remember:</p>
<ul>
<li>Object-orientation isn't bad -- but composition is very different, so they end up competing</li>
<li>Though most composite systems utilise OO structure and design in their implementation</li>
<li>Messaging and data storage/access need to have solid design (there are several options -- see links above) before you start coding</li>
</ul>
<p>In implementation that we use, a component (behaviour):&nbsp;</p>
<ul>
<li>Gets used more-or-less generically</li>
<li>Receives messages and acts on them</li>
<li>Sends messages to it&rsquo;s game object or the game world</li>
<li>Reads and writes data from the game object&rsquo;s store</li>
<li>Handles messages on the update loop (and draw loop potentially)</li>
</ul>
<p>Additionally:</p>
<ul>
<li>The components contained in an object represent the only formal definition of that object -- don't add or remove components to an object after its initialization</li>
<li>You need to be watching performance -- certain tasks (like key lookups on a shared store) can be expensive if done frequently (design around these or embed other systems within your component architecture)</li>
</ul>
<h3>360idev Game Jam example and code</h3>
<p>The <a href="http://gamejam.360idev.com/">Game Jam</a>'s theme was "opposite" and the entry I put together was titled "Fungal Adventure." Summary of the game is pretty much:</p>
<ul>
<li>2-player local iPad game (vs -- with players on opposite sides of the device)</li>
<li>Move your dude left and right</li>
<li>Objective is to get to top of screen to win, or to force other player to die</li>
<li>Eating a mushroom makes you go faster for a little while</li>
<li>All mushrooms have some effect on you -- which must be countered by that mushroom's counterpart (edible&lt;&gt;toxic; psycho&lt;&gt;medicinal).</li>
<li>If you don't eat the right counterpart you die (and lose)</li>
<li>Eating any mushroom also swaps all other mushrooms of that pair (i.e. all edible become toxic etc)</li>
</ul>
<p>It looks like this:</p>
<p><iframe width="659" height="365" src="http://www.youtube.com/embed/RJyEBK429Sw?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>Aside from the obvious game wrapper stuff (menus, scores, tallies etc) I'll be following this up with some additional features and changes before releasing it, including:</p>
<ul>
<li>Swap out one set of mushrooms for something else to make it a bit clearer how the pairs work</li>
<li>Add an AI for single player use</li>
<li>Add some other obstacles and game-state-changing elements</li>
</ul>
<p>If you'd like to take a look at the code itself (which I know at least a few of you do judging by the numerous requests and feedback I got after the session), you can download it below.</p>
<p>However, please read the following disclaimer:</p>
<ul>
<li>It was written in a 12-hour game jam on zero sleep</li>
</ul>
<p>Which means that:</p>
<ul>
<li>It's incredibly sloppy</li>
<li>There's very little memory management</li>
<li>There are huge performance problems if you replay the game a few times</li>
<li>Sometimes you can't win</li>
<li>Occasionally mushrooms spawn on top of a player and end the game immediately for no apparent cause&nbsp;</li>
</ul>
<p>However, on the upside:</p>
<ul>
<li>It's an excellent demonstration of what you can do with components in a short space of time</li>
<li>The component architecture itself (the DW* classes) are not sloppy -- I've re-used them</li>
<li>The game code itself is so incredibly shoddy you can see that it's not important how to build a component system, just that you do so in the first place&nbsp;</li>
</ul>
<p>Download it here -- <a href="http://www.36peas.com/storage/fungaladventure.zip">Fungal Adventure (36peas 360idev 2011 Game Jam project)</a>.</p>
<p>Notes on use:&nbsp;</p>
<ul>
<li>Do what you like with the code</li>
<li>Name and all artwork are copyright 36peas</li>
<li>I've had to remove the background music as I'd borrowed it from another project</li>
</ul>
<p>Enjoy -- give me a shout if you've any questions on the above, would like to see the same material at a different conference or just want to chat. You can get me on twitter <a href="http://twitter.com/36peas">@36peas</a> or by email <a href="mailto:gareth@36peas.com">gareth@36peas.com</a>.</p>
<p>--</p>
<p><em>Updated 21/09/11:</em>&nbsp;Not quite component-architecture specific, but&nbsp;<a href="http://aigamedev.com/open/highlights/static-blackboard/">this post re static blackboards</a>on&nbsp;<a href="http://aigamedev.com/">AIGameDev</a>&nbsp;is useful if you choose to implement data storage in that way.</p>]]></content></entry><entry><title>Hyperion: d7 launched -- lots of links</title><category term="Hyperion: d7"/><id>http://www.36peas.com/blog/2011/9/14/hyperion-d7-launched-lots-of-links.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/9/14/hyperion-d7-launched-lots-of-links.html"/><author><name>Gareth Jenkins</name></author><published>2011-09-14T00:05:14Z</published><updated>2011-09-14T00:05:14Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>So <a href="http://itunes.apple.com/gb/app/hyperion-d7/id435919989?mt=8">Hyperion: d7</a> is out -- thought it about time to get some useful links up here.</p>
<p>Hyperion is launching exclusively on iPad -- for those of you who've heard my iPad games design presentation at <a href="http://360idev.com/">360idev</a> or <a href="http://www.iosdevuk.com/">iOSDevUK</a> you'll know why. For those who haven't, I'd suggest you go get it and figure out why for youselves ;)</p>
<ul>
<li>to download from iTunes: <a href="http://itunes.apple.com/app/hyperion-d7/id435919989?mt=8">Hyperion: d7</a></li>
<li>for more info and useful discussion: <a href="http://forums.toucharcade.com/showthread.php?t=106481">Touch Arcade forum post</a></li>
<li>news and further updates: <a href="http://www.hyperiond7.com/">www.hyperiond7.com</a></li>
<li>news and updated by twitter: <a href="https://twitter.com/#!/hyperiond7">@hyperiond7</a></li>
<li>on Facebook: <a href="http://www.hyperiond7.com/facebook">hyperiond7.com/facebook</a></li>
<li>on YouTube: <a href="http://www.youtube.com/user/36peas">36peas YouTube channel</a></li>
</ul>
<p>Additionally, you can get more development-related info on this and our other titles from:</p>
<ul>
<li>This site: <a href="http://www.36peas.com">www.36peas.com</a></li>
<li>The RSS feed for the site: <a href="http://www.36peas.com/blog/rss.xml">36peas blog feed</a></li>
<li>My twitter account: <a href="https://twitter.com/#!/36peas">@36peas</a></li>
</ul>
<p>Your support appreciated as always -- go buy it, review and join in on the discussion on <a href="http://forums.toucharcade.com/showthread.php?t=106481">Touch Arcade</a>.</p>
<p>We've got a point release coming -- nothing major, but will be looking at tweaking some of the tutorial content and a few other minor additions.</p>
<p>Due to all the interest from <a href="http://360idev.com/">360idev</a> attendees following the iPad game design talk (thanks for all the feedback), and the shitty hotel web connection, we're extending the offer price through to next Monday (the 19th) so you can all get it when you're on a real internet connection.</p>
<p>Anyone at 360idev who can't download it and wants to see or play it -- come give me a shout.</p>]]></content></entry><entry><title>Component Architecture links</title><category term="360idev"/><id>http://www.36peas.com/blog/2011/9/13/component-architecture-links.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/9/13/component-architecture-links.html"/><author><name>Gareth Jenkins</name></author><published>2011-09-13T20:52:41Z</published><updated>2011-09-13T20:52:41Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Primarily for a talk give at 360idev -- link goodies on component architectures:</p>
<p>Piegons: <a href="http://en.wikipedia.org/wiki/Rock_Pigeon">Rock Pigeon</a></p>
<p>Original outline post written here: <a href="http://www.36peas.com/blog/2010/11/24/an-introduction-to-our-component-architecture-what-we-starte.html">36peas component architecture</a></p>
<p><a href="http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/">Refactoring Game Entities with Components</a></p>
<p><a href="http://pushbuttonengine.com/docs/04-Components.html">Property and evented style components</a></p>
<p><a href="http://cmpmedia.vo.llnwd.net/o1/vault/gdccanada09/slides/marcinchadyGDCCanada.ppt">Theory and Practice of Game Object Component Architecture (PPT)</a></p>
<p><a href="http://scottbilas.com/files/2002/gdc_san_jose/game_objects_slides_with_notes.pdf">A Data-Driven Game Object System (PDF)</a></p>
<p><em>Updated 21/09/11:</em> Not quite component-architecture specific, but <a href="http://aigamedev.com/open/highlights/static-blackboard/">this post re static blackboards</a> on <a href="http://aigamedev.com/">AIGameDev</a> is useful if you choose to implement data storage in that way.</p>]]></content></entry><entry><title>How to make an iOS game trailer with iMovie, ScreenFlow and the Simulator</title><category term="Hyperion: d7"/><category term="howto"/><category term="idevblogaday"/><category term="video"/><id>http://www.36peas.com/blog/2011/9/2/how-to-make-an-ios-game-trailer-with-imovie-screenflow-and-t.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/9/2/how-to-make-an-ios-game-trailer-with-imovie-screenflow-and-t.html"/><author><name>Gareth Jenkins</name></author><published>2011-09-01T23:32:38Z</published><updated>2011-09-01T23:32:38Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Something of a sneak peak in this how-to post for 36peas and the <a href="http://idevblogaday.com/">#idevblogaday</a> site... we just finished work on the trailer for our upcoming iPad title <a href="http://www.hyperiond7.com/">Hyperion: d7</a>. It took us about 4 hours (the trailer, that is -- the game took about 4 months), was a lot of fun and actually works pretty well. In this post I'm going to explain how we did it.</p>
<p>I've included technical stuff (how to capture source video, how to get correct compression and import/export settings along the way etc) and direction/design stuff (how to pace the video, how to make it look good).</p>
<p>First off -- you better check out the Hyperion: d7 trailer itself:</p>
<p><iframe width="660" height="401" src="http://www.youtube.com/embed/WBSz46NRawg?rel=0&amp;hd=1" frameborder="0" allowfullscreen></iframe></p>
<p>This took us 4 hours -- including the time taken to capture the source video in the Simulator (not easy -- the iPad game itself really does need two fingers for effective gameplay) and the time taken to move video around between ScreenFlow and iMovie.</p>
<p>If you're not interested in the video how-to, but do want to know more about Hyperion: d7, skip to the bottom for more details.</p>
<h3>What works -- what makes a good-looking video game trailer?</h3>
<p>This process pretty much involved watching a lot of other trailers. Primary observations were:</p>
<ul>
<li>+/- 60 seconds seems to be an optimal length</li>
<li>lingering gameplay shots don't work</li>
<li>menus are dull</li>
<li>teasing works better than describing</li>
<li>tempo is critical</li>
<li>everything hangs on the music</li>
</ul>
<h3>What we decided upon -- our video production rulebook</h3>
<p>The details of specifically what we did are in the next section -- these are just the headline paramters for how we guided the process.</p>
<ul>
<li>Pacing should be consistent (all cuts the same length)</li>
<li>We'd make the most out of the game's natural aesthetic (and concentrate on using clips that looked good -- not necessarily&nbsp;ones that we thought "played" good)</li>
<li>Use the same effects/transitions in similar places</li>
<li>Break up the action shots (doing so consistently -- again to aid pacing)</li>
<li>Present some basic information about the game -- but don't worry about detail</li>
<li>Do not re-invent the wheel</li>
</ul>
<h3>What we did -- step-by-step how-to for making our iPad game trailer</h3>
<p>Technical pointers and specifics are in the next section -- skip ahead if you're not interested in the video production bits. If you are interested in the video production stuff, I'd encourage to read both -- there are useful (but non-specific) production pointers in the technical section.</p>
<ol>
<li>Selected the background music we wanted to use -- we had an awesome original score to choose from. Two tracks stood out as obvious candidates.</li>
<li>Looked for appropriate 60-second-ish sections from the above tracks and selected one -- it was 63 seconds and had an appropriate open, close and riffy bits. From this point on everything was played back and tested against this music.</li>
<li>Decided on how many non-video (text stills) there would be -- we are using these as breaks in the action. We decided on two (plus the closing stills).</li>
<li>Picked our transitions (we did this by testing them against some sample captured video -- when using built-in fixed transitions they can look very different on different source material).</li>
<li>Decided where the transitions would be used (i.e. video&gt;video; video&gt;text).</li>
<li>Picked the text effects (same as the transitions -- try them out).</li>
<li>Worked out a good single cut length -- we did this by testing clips between two transitions over the top of the already selected background music. This got us to 4.5s per cut for video and 3s for text stills</li>
<li>We then broke down our 63-second timeline into the three sections demarked by text stills and populated the gaps with video cuts, getting us something like the following:<br /><br /><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/sketch.jpg?__SQUARESPACE_CACHEVERSION=1314921551752" alt="" /></span></span>&nbsp;</li>
<li>We wrote a list of bullets about the game but didn't dwell on the detail.</li>
<li>We wrote a list of things we thought might look interesting (not based on the list from the previous point).</li>
<li>We stated recording source video using ScreenFlow (more details below) and the iPad Simulator -- we weren't too worried about capturing the right stuff at this stage, we just follow the list from above.</li>
<li>Bringing that video into iMovie, we started to select and trim clips. For most clips we also applied either a single crop or a panning/zooming "Ken Burns" crop (see technical stuff below).</li>
<li>Added text from previous bullet list to correlate with what we'd captured (and to some extent what we wanted to say first / in what order).</li>
<li>We then repeated this whole process for the second section of clips -- we still weren't stuggling for what to record here (and this was with our tired-after-almost-2-straight-days-of-pre-submission-gameplay-testing eyes).<br /><br />At this point our source video window is starting to look like we have secret plans for a secret base in a secret spy world where nothing on the secret spy computer screens looks like what you'd see on a real computer screen:<br /><br /><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/incommand.png?__SQUARESPACE_CACHEVERSION=1314922663757" alt="" /></span></span></li>
<li>Once we'd got sections 1 and 2 in order, we looked at the list of things we wanted to say and worked out what we'd not yet said -- giving us a requirements list for the last lot of captures.</li>
<li>We chose gameplay to match those points (this was the upgrades bit in section 3) -- and spent a little more time than we had on previous captures making sure we got what we wanted.</li>
<li>We created a closing title card (we should have done this sooner -- it's the only bit we weren't 100% happy with).</li>
<li>Added the final stills (the closing title card and the 36peas logo). At this point, the timeline looked suspiciously familiar:<br /><br /><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/finishedtimeline.png?__SQUARESPACE_CACHEVERSION=1314922337455" alt="" /></span></span></li>
<li>Watched it end-to-end.</li>
<li>Made some text tweaks (nothing significant -- just some modifiers and joining/flow bits)</li>
<li>Exported and watched again. And again. And again.</li>
</ol>
<p>Seriously -- that was the process we went through. We didn't have to go back on ourselves, or figure out why it didn't feel right -- it just did. This is entirely down to the consistent, snappy pacing. The video flows and feels interesting because the tempo is good and there's lots of pretty colours moving about. The details presented in the video aren't what make that so. If you happen to be interested in those as well, even better.</p>
<h3>Technical stuff -- gotchas, hints and techniques for the iPad/iPhone Simulator, ScreenFlow and iMovie</h3>
<p>In no particular order (but all particularly important in their own way):&nbsp;</p>
<ul>
<li>Before you even start check that you can record from the Simulator. We had to do some code massage to get it to run in the Simulator (you never test in the Sim, right?) and we had to hone our using-a-mouse-like-an-iPad-screen skills.</li>
<li>Get your (lack of) compression settings right -- and then check them every time you do something. The only place you want your video compressing is at the very last stage in the workflow (i.e. when YouTube compresses it). Key stuff:       
<ul>
<li>ScreenFlow -- Preferences &gt; Advanced &gt; Screen Recording Compression &gt; Lossless</li>
<li>iMovie -- Preferences &gt; Video &gt; Import HD video as: "Full - Original Size"</li>
<li>(on export) iMovie -- Share &gt; Export Movie</li>
</ul>
</li>
<li>ScreenFlow only records one display -- do a few test recordings before you spend 10 minutes getting frustrated with the Simulator only to find you recorded the output of the wrong monitor.</li>
<li>You need to crop the captured video from ScreenFlow after the recording. If your game starts with a black background (ours did) you want to start with something else open -- like Safari -- so that you can line up the the crop window with actual screen (and not overlap the black bezel of the Sim).</li>
<li>ScreenFlow can capture all sorts of stuff -- make sure you only capture what you need (screen and computer audio)</li>
<li>Disable the in-game music for your game (you likely want to keep SFX). This way you can have the game's soundtrack (or <a href="http://www.amazon.com/True-Romance-Motion-Picture-Soundtrack/dp/B0000042N2">some other piece of music</a>) play throughout your cuts but keep the in-game SFX if you want them.</li>
<li>Edit the audio properties (for volume/gain) for each inserted clip independently. For some clips (in-game footage) you probably want to keep the SFX high, for others (menu taps) you'll want it low. Pick consistent changes throughout (we ended up with all "high" SFX at 50%, all low at 20% and a couple of fade outs).</li>
<li>Be aware of how iMovie handles clip length -- transitions by default play over and consume part of the adjacent clips, so what starts off as a 4.5s clip ends up looking like 2.2s on the timeline with transitions surrounding it.</li>
<li>Adjust crop and position for every clip -- for example, the iPad screen ratio is 4:3, not 16:9 (which you want to be exporting in most likely), so you'll need to crop and scan each clip.</li>
<li>Work out how to use the "Ken Burns" crop in iMovie (click a clip, click crop, crop start then hit "Ken Burns", then select red end rectangle and move/crop accordingly) -- it allows you to pan and scan on the fly, set scale transitions and track action. We used these extensively to add or enhance motion.</li>
<li>ScreenFlow lets you add mouse pointer types -- obviously the default arrow pointer makes no sense, but the optional "circle" pointer works pretty well for finger simulation (we dropped the size and opacity for a subtler effect).</li>
<li>Pay attention to what you're actually recording -- especially if you're using in-development or imediately-post-production code. For example, we had to fudge the "global high score" and "global average" parts of our fancy skills analysis charts so it didn't look so sparse.</li>
<li>When creating stills to be used in the video (like the closing shot of the Hyperion trailer), create them at the resolution at which you intend to export the video (for example we were targeting 720p, so we created them at 1280x720).</li>
</ul>
<h3>Concluding thoughts -- would we use different tools? FCP? FCP X? Premiere?</h3>
<p>We're pretty pleased with the results -- there are a few bits we'd like to do slightly different given different tools (iMovie's UI sucks -- and it crashed my MBP twice in the process) -- and will certainly be sticking with this formula for future Hyperion (and likely other) videos, but we will look at other edit suites. The restrictions (fixed transitions and single video playback being the primary ones) actually helped us make quick what-can-we-do-with-what-we've-got decisions -- but with more varied source material and evolving requirements we might benfit from taking that self-imposed ruleset to a more sophisticated tool chain.</p>
<h3>Er, so what's Hyperion: d7 then?</h3>
<p>You'll be hearing a good bit about the&nbsp;<a href="http://www.hyperiond7.com/">Hyperion&nbsp;game</a>&nbsp;itself in the coming days and weeks -- we literally just submitted v1 for approval and finished up on the trailer this morning. We're starting launch activities next week -- but we were eager to get this post out there to the <a href="http://idevblogaday.com/">#idevblogaday</a> audience as soon as possible -- we'd have found this very useful 12 hours ago ;)</p>
<p>Should you find yourself needing to make further reference -- or just for the sake preparing for those hexes, here it is again, Hyperion: d7...</p>
<p><iframe width="660" height="401" src="http://www.youtube.com/embed/WBSz46NRawg?rel=0&amp;hd=1" frameborder="0" allowfullscreen></iframe></p>]]></content></entry><entry><title>21 ways to monetize your game</title><category term="business"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2011/8/10/21-ways-to-monetize-your-game.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/8/10/21-ways-to-monetize-your-game.html"/><author><name>Gareth Jenkins</name></author><published>2011-08-10T22:36:39Z</published><updated>2011-08-10T22:36:39Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>This is not comprehensive, cohesive or in any particular order. However, it is full of juicy ideas on how to monetize your stuff.&nbsp;</p>
<p>We&rsquo;ve been discussing this recently in the context of a new project &ndash; you might also find our recent posts on the <a href="http://www.36peas.com/blog/2011/7/30/doing-what-you-might-already-know-the-fine-balance-of-making.html">production/promotion balance</a> and <a href="http://www.36peas.com/blog/2011/7/28/an-ios-ipad-app-launch-marketing-and-promotion-task-list-tem.html">launch-marketing an iOS/iPad title</a> useful.</p>
<p>1. Subscriptions &ndash; free to download, but pay for a subscription for so long as you want to play</p>
<p>2. Free trial versions &ndash; limited by features, limited by time, limited by expiry date</p>
<p>3. Sale of in-game objects or item for convenience sake (things that you could otherwise create, accumulate, find in-game but might not care to spend the time to do so)</p>
<p>&nbsp;</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/lol.jpg?__SQUARESPACE_CACHEVERSION=1313016119939" alt="" /></span></span></p>
<p><em>League of Legends is free to play, but sells users a wide variety of playable champions, skins, boosts and other items</em></p>
<p>&nbsp;</p>
<p>4. Selling ancillary stuff &ndash; e.g. ads, merchandising (and keeping the game free to play)</p>
<p>5. Pay for access to under-the-hood services (e.g. use of an API, access via 3<sup>rd</sup> party services)</p>
<p>6. Hosting of private servers, lobbies for paying customers</p>
<p>7. Sale of cosmetic/aesthetic items or game objects</p>
<p>8. Subscriptions for different levels of access (e.g. free for a single character, paid for multiple characters)</p>
<p>9. Sponsorship of in-game items (advertising)</p>
<p>&nbsp;</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/burnout.jpg?__SQUARESPACE_CACHEVERSION=1313016091565" alt="" /></span></span></p>
<p><em>Burnout: Paradise serves up in-game advertisements as, well, advertisments</em></p>
<p>&nbsp;</p>
<p>10. Pay for services, in-game tools that make it easier to manage/retain your character, world etc (pay not to play)</p>
<p>11. Mixed mode sale (e.g. one-off purchase of items, or fixed-rate subscription for unlimited use / access)</p>
<p>12. Upfront purchase &ndash; like how we used to do it</p>
<p>13. Pay for offline automation of persistent character (e.g. AI-like tactics, alerting services)</p>
<p>14. Highlighted/premium status in game-related sites or communities (e.g. forums, wikis etc)</p>
<p>15. Access to in-game, non-core services (e.g. whisper, party chat)</p>
<p>16. Pay for the services of other players (guides for hire)</p>
<p>17. Pay to fail &ndash; e.g. allow resurrection where it wouldn&rsquo;t otherwise be possible</p>
<p>18. Sell in-game real estate</p>
<p>&nbsp;</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/secondlife.jpg?__SQUARESPACE_CACHEVERSION=1313015989812" alt="" /></span></span></p>
<p><em>Second Life auctions off chunks of land directly as they&rsquo;re made available (as well as letting users trade land)</em></p>
<p>&nbsp;</p>
<p>19. Sell choice of spawn locations, other otherwise random new player variables</p>
<p>20. Sell vanity services &ndash; naming terrain, aesthetic improvements</p>
<p>21. Currency exchange &ndash; sell in-game currency for real-world Dollars/Bahts/whatever</p>
<p>&nbsp;</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/temple-run.jpg?__SQUARESPACE_CACHEVERSION=1313016044963" alt="" /></span></span></p>
<p><em><a href="http://itunes.apple.com/us/app/temple-run/id420009108?mt=8">Temple Run</a>, the latest from <a href="http://twitter.com/#!/nattylux">@nattylux</a> and <a href="http://twitter.com/#!/Kshepherd">@kshepherd</a>, allows users to buy coins that can otherwise be accumulated through play</em></p>
<p><em><br /></em></p>
<p><a href="http://www.twitter.com/gutenbergn">Gutenberg Neto</a> (another #<a href="http://idevblogaday.com/">idevblogaday</a> author) recently posted a <a href="http://www.gutenbergn.com/apple/free-to-play-done-right/">great article on getting free-to-play right</a>. That&rsquo;s worth a look.</p>
<p>Honarary mention to <a href="http://twitter.com/#!/weheartgames">Mike Berg (@weheartgames)</a> who reminds us that &ldquo;<strong>no connections, almost no marketing = very low sales. :)&rdquo; </strong>&ndash; which pretty succinctly says exactly what I was going to in conclusion: it doesn&rsquo;t matter how you monetize, if you don&rsquo;t tell <span style="text-decoration: line-through;">anyone</span>&nbsp;everyone about what you&rsquo;ve made you&rsquo;re not going to get paid.</p>]]></content></entry><entry><title>Doing what you (might) already know -- the fine balance of making and promoting your work</title><category term="business"/><category term="promotion"/><id>http://www.36peas.com/blog/2011/7/30/doing-what-you-might-already-know-the-fine-balance-of-making.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/7/30/doing-what-you-might-already-know-the-fine-balance-of-making.html"/><author><name>Gareth Jenkins</name></author><published>2011-07-30T00:44:58Z</published><updated>2011-07-30T00:44:58Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>We&rsquo;ve recently been ramping up the attention we pay to promoting ourselves, our work and our upcoming games titles for iOS and the web. In a few short steps (writing up a <a href="http://www.36peas.com/blog/2011/7/28/an-ios-ipad-app-launch-marketing-and-promotion-task-list-tem.html">launch task list</a>, attending <a href="http://www.developconference.com/">Develop</a> and preparing for a couple of conference <a href="http://360idev.com/">speaking</a> <a href="http://www.iosdevuk.com/">engagements</a> in September) we&rsquo;ve come to realize this: all we need to do is exactly what we already know.</p>
<p>To clarify: we know how to market ourselves and our games, we just need to get on with doing it. In order to remind ourselves (and yourselves) of a couple of those basics (because this stuff is basic) we&rsquo;ve brought them together in this semi-glorified bullet-point list.&nbsp;</p>
<h3>General promotion</h3>
<p>&nbsp;</p>
<ul>
<li><strong>Ensure you can balance sustainability (cash flow, sanity); development effort; profile promotion and title promotion.</strong> Without each of these playing its part (you can merge the latter two if&nbsp; it&rsquo;s absolutely necessary and done incredibly carefully) you&rsquo;re not going to see any significant forward progress &ndash; and in fact, you&rsquo;ll likely fall apart or end up going backwards.</li>
<li><strong>Pay attention to everything.</strong> This is targeted primarily at other indies, but relevant to all, because: you should pay attention to what everyone is doing. AAA marketing budgets don&rsquo;t come easily, but neither does the inventiveness and passion seen in the marketing and promotional efforts of indies.</li>
<li><strong>Talk to everybody. Network.</strong> Targeting individuals is fine, but talking to everybody is better &ndash; you don&rsquo;t know where the pivotal conversations will happen until after they happen.</li>
<li><strong>Tell people about what you are doing.</strong> This is the most important thing. If no one knows what you&rsquo;ve done, it doesn&rsquo;t matter how great it is. Your blog, other people&rsquo; s blogs, Twitter, Facebook, Google+, forums, mailing lists, traditional media &ndash; anyone who&rsquo;ll listen.</li>
<li><strong>Get involved.</strong> Enter your stuff into competitions. Participate in game jams. Not only do they bring exposure to your work, but they also help you refine your processes around specific points in time and force you to show what you do best: create stuff.</li>
</ul>
<p>&nbsp;</p>
<h3>Operational stuff</h3>
<p>&nbsp;</p>
<ul>
<li><strong>Plan what you plan to do.</strong> If nothing else it holds you to account and gives you some method by which to assess your progress. Make sure you set yourself lists of forward moving actions &ndash; and make sure you review them to make sure they stay relevant and reflect the iteration of your plans as you progress through specific tasks.</li>
<li><strong>Do everything as cheaply as possible, but no cheaper. </strong>It&rsquo;s astonishing what you can get for little or no money &ndash; whether it&rsquo;s products and services or the time and commitment of others. Just because other people are paying through the nose for something, doesn&rsquo;t mean it&rsquo;s the only way.</li>
<li><strong>Invest in tools. </strong>Yes, yes &ndash; as per above &ndash; but it&rsquo;s a worth remembering that great tools can make several orders of magnitude&rsquo;s difference in your most valuable resource: your time.</li>
<li><strong>Get your commercial and legal bits in order. </strong>Legal incorporation and shareholding, banking, insurance, payroll, taxes, copyrights and trademarks. All of these can and will screw you if you don&rsquo;t get them sorted early on.</li>
</ul>
<p>&nbsp;</p>
<h3>Getting better</h3>
<p>&nbsp;</p>
<ul>
<li><strong>Get stuff out there.</strong> Putting something out there is better than putting nothing out there. Especially in games development. Getting anything to the point of distribution is hard &ndash; regardless of the complexity of the title itself. Once you&rsquo;ve done this, you can concentrate of improving the core product.</li>
<li><strong>Sunk costs.</strong> Understand the core principle of sunk costs. Make decisions based on what happens next, not what went before. Costs to date should not sway the balance of an otherwise clear decision.</li>
<li><strong>Analytics and metrics.</strong> For your promotional activities as well as for the games themselves. There are a wealth of services out there to help you with this (e.g. Google Analytics, Flurry). It&rsquo;s amazing what you find out when you start measuring stuff. There&rsquo;s no better way to challenge and improve your assumptions than with data.</li>
<li><strong>Take a look at the services others are using.</strong> See what they can do for you (can they meet needs you don&rsquo;t know you have). We&rsquo;ve seen value beyond solving our initial problems from Skype, Google Docs, Dropbox, BitBucket/Github, Bitly etc.</li>
<li><strong>Do all of this, then do it again.</strong> There is always scope for doing more.</li>
</ul>
<p>&nbsp;</p>
<h3>Specifics on &ndash; conferences</h3>
<p>&nbsp;</p>
<ul>
<li><strong>Do not dismiss conferences. </strong>There&rsquo;s a reason why pretty much everybody in the industry (AAA, indie and otherwise) treat them as pivotal points in the year.</li>
<li><strong>It&rsquo;s surprising what you can learn from others.</strong> Whether it&rsquo;s an introduction to a new topic or reinforcing an existing one, giving yourself the opportunity to absorb information and reflect on your work is incredibly valuable.</li>
<li><strong>It&rsquo;s very hard not to network.</strong> People want to talk to other people.&nbsp; Talk to them about their stuff; tell them about yours. It&rsquo;s the whole fucking point.</li>
<li><strong>Present your stuff.</strong> There&rsquo;s a wealth of interesting material in what we do &ndash; and for sure someone will be interested in what you&rsquo;ve done. If you&rsquo;ve ambitions on presenting at GDC you&rsquo;re going to have to start somewhere.</li>
</ul>
<p>&nbsp;</p>
<h3>Specifics on &ndash; funding</h3>
<p>&nbsp;</p>
<ul>
<li><strong>Always think about getting paid.</strong> No one else is going to do this for you, but no one minds if you make this the most important thing &ndash; 9 times out of 10 they&rsquo;re thinking about the same thing.</li>
<li><strong>Funding means everything that gets&nbsp; you paid.</strong> Everything from revenue based on past successes, self funding (subsidizing) and borrowing through to angel and VC investment falls into the same category.</li>
<li><strong>Learn from the pros.</strong> VCs and angel investors generally look at you &amp; your team, your competition, their (and your) exit strategy, user acquisition, results to date and transformational potential &ndash; you should too.</li>
<li><strong>Look at yourself from the perspective of others.</strong> Regardless of whether you&rsquo;re seeking funding or not, viewing your work (and more specifically your actions) from the perspective of an outsider can highlight stuff you might not otherwise have seen. If you wouldn&rsquo;t invest in yourself (or your idea, current plan etc), why would anybody else?</li>
</ul>
<p>&nbsp;</p>
<ul>
</ul>]]></content></entry><entry><title>An iOS (iPad) app launch marketing and promotion task list template</title><category term="Hyperion: d7"/><category term="app store"/><category term="howto"/><category term="iPad"/><category term="idevblogaday"/><category term="promotion"/><id>http://www.36peas.com/blog/2011/7/28/an-ios-ipad-app-launch-marketing-and-promotion-task-list-tem.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/7/28/an-ios-ipad-app-launch-marketing-and-promotion-task-list-tem.html"/><author><name>Gareth Jenkins</name></author><published>2011-07-28T01:42:06Z</published><updated>2011-07-28T01:42:06Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p style="text-align: center;"><img src="http://www.36peas.com/storage/executive summary.png?__SQUARESPACE_CACHEVERSION=1311843420352" alt="" /></p>
<p>We just finished up an outline launch task list for our soon-to-be-announced iPad debut title &ndash; this post contains that list, effectively a draft iOS marketing plan. It&rsquo;s pretty generic, so we figured it might be useful to everyone else out there.</p>
<p>We&rsquo;ll be revisiting this over the coming weeks &ndash; if you&rsquo;ve got input, questions or whatever let us know &ndash; we&rsquo;ll update this post and report back as we fill out the gaps.</p>
<h3>Where are we at right now?</h3>
<p>Right now &ndash; July 28<sup>th</sup> &ndash; we&rsquo;ve got a mostly-finished game, a name and this list.</p>
<p>This is our first _proper_ release on the App Store &ndash; we&rsquo;ve put a few things out there before, but this is the first time we&rsquo;re doing a launch proper. We don&rsquo;t expect everything to magically go in our favor &ndash; but we do know that if we do everything we can this time round we can only make positive iterations from there on out (we&rsquo;ll have other stuff launching this year as well).</p>
<h3>Required Assets (things we&rsquo;ve got to make):</h3>
<p>1. The game itself (full/paid version) &ndash; see list below of new/related features</p>
<p>2. Additional SKUs/version (lite/ad supported etc) &ndash; TBD</p>
<p>3. Various videos (launch trailer, full trailer, gameplay footage etc)</p>
<p>4. App assets (app description, screenshots, icon, press release/launch text etc)</p>
<p>5. Game website</p>
<ol> </ol> 
<ul>
<li>Cross-site stuff with this site</li>
<li>Leaderboard integration with <a href="http://openfeint.com/">OpenFeint</a> stuff</li>
<li>(post v1) level/map sharing</li>
</ul>
<h3>Things we need to decide:</h3>
<p>6. Decide on launch price</p>
<p>7. Decide on free version (lite or ad supported)</p>
<ol> </ol> 
<ul>
<li>(lite) launch date</li>
<li>(lite) what features</li>
<li>(ad supported) launch date &ndash; presuming same as full version at this point</li>
<li>(ad supported) ad location / integration</li>
<li>(ad supported) future feature set &ndash; will it get all post-v1 features?</li>
</ul>
<p>8. Confirm app name</p>
<ol> </ol> 
<ul>
<li>Current use (revisit this since originally deciding on name)</li>
<li>Trademarks in relevant regions (at least US &amp; UK)</li>
</ul>
<p>9. Game website URL (dedicated domain or sub-site to this one)</p>
<ol> </ol>
<h3>Features required in app (that relate directly to this list)</h3>
<p>A good chunk of these are specific to the game we&rsquo;re launching &ndash; though all are specifically launch/promotion related so completely relevant to other games, just need some adaptation.</p>
<p>10. News and updates pull RSS feed for front page with optional links (to other parts of app; to external URLs)</p>
<p>11. Separate feed (or filter for full/free apps) such that in-app cross-promo news items make sense</p>
<p>12. Finish &ldquo;challenge&rdquo; levels design &ndash; including having 4-8+ weeks worth of challenges</p>
<p>13. Figure out challenges integration for <a href="http://openfeint.com/">OpenFeint</a> (if possible) and pushing of leaderboards to game website</p>
<p>14. Decide on final stats and analytics (just <a href="http://www.flurry.com/">Flurry</a> or our own stuff as well)</p>
<p>15. Decide on &amp; implement final version of level sharing &ndash; particularly external services and iOS protocol handlers for twitter, facebook, google+ etc</p>
<ul>
<li>Do we <a href="http://mobileorchard.com/apple-approved-iphone-inter-process-communication/">register our own handler</a>? </li>
</ul>
<h3>Other things to think about / research</h3>
<p>16. Do we need to think about readying App Store promo / feature assets in case we get one?</p>
<h3>Launch schedule critical path</h3>
<p>Fill gaps, estimate time scales and update/re-sequence this launch sequence list:</p>
<p>17. Announce game</p>
<ul>
<li>36peas blog</li>
<li>Dedicated game site</li>
<li>TA forum post (initial launch post) + announcement trailer</li>
<li>Media host locations (youtube, vimeo)</li>
<li>Offer limited number of public beta test spots</li>
</ul>
<p>18. Release full trailer</p>
<p>19. Announce to iOS press</p>
<p>20. Distribute promo versions</p>
<p>21. Submit for approval</p>
<p>22. (update, resubmit, required)</p>
<p>23. Announce launch date (decide on best day of week)</p>
<p>24. Release v1 (at promo price)</p>
<p>25. End promo period</p>
<p>26. Announce v1.1 features</p>
<p>27. Launch v1.1 + promo price</p>
<h3>Launch activities (not on critical path)</h3>
<p>Plan and prepare for other launch-related activities (that are not on above critical path:</p>
<p>28. Solicit media requests for promo material</p>
<p>29. Identify &ldquo;target&rdquo; list of game biz people, iOS people, developers, media etc and do direct notifications where known or relationship exists</p>
<p>30. Cross-posting elsewhere of dev- or launch-related contents (inc <a href="http://idevblogaday.com/">#idevblogaday</a>, <a href="http://thecocoamag.com/">The Cocoa Mag</a>)</p>
<p>31. Speaking engagements and other public events (<a href="http://360idev.com/">360idev</a> &ndash; we&rsquo;ll be speaking there and at <a href="http://www.iosdevuk.com/">iOS Dev UK</a>)</p>
<p>32. Identify other timely launch-time events (game jams?)</p>
<p>33. Complete schedule of development content (blog posts etc) related to the game&rsquo;s development</p>
<p>34. Get in touch with <a href="http://twitter.com/#!/weheartgames">Mike Berg</a> to update <a href="http://gamejam.360idev.com/austin-2010/">last year&rsquo;s 360idev game jam site</a> &ndash; this title is based on a <a href="http://gamejam.360idev.com/to-change-the-world/">prototype</a> that originated in Austin 2011. Also give <a href="http://twitter.com/#!/jwilker">Jon Wilker</a> a shout to encourage a mention &ndash; timing should be close to this year&rsquo;s game jam</p>
<p>35. Identify and schedule other promo opportunities and offers &ndash; are &ldquo;freeappaday&rdquo; promos still worthwhile?</p>
<p>36. Release soundtrack via iTunes &amp; some form of (free?) direct download</p>
<h3>Post v1 features</h3>
<p>37. Sort out development time scale such that we know when a v1.1 is released (presuming point releases &ndash; 1.1, 1.2 etc are feature-full, others 1.0.1 etc will be fix releases)</p>
<p>38. Decide on known likely post-v1 features (multiplayer, map editor + sharing)</p>
<h3>Post v1 activities</h3>
<p>39. Update this plan with an ongoing retrospective analysis / results</p>
<p>40. Release gameplay stats</p>
<p>41. Release commercial stats</p>
<p>42. Announce next version</p>
<p>43. Release next version</p>
<p>44. Identify competitions, summits etc -- anything applicable to enter title into</p>
<h3>Your input wanted</h3>
<p>Did we miss something? Is there an area you'd like us to expand on? Let us know in the comments -- we'll update this as we go.</p>
<p>---</p>
<p><strong>Updates</strong></p>
<p><span style="text-decoration: underline;">28th July</span> -- Added #44 -- re competitions and summits</p>]]></content></entry><entry><title>Access, not ownership. My view on digital books.</title><category term="books"/><category term="productivity"/><id>http://www.36peas.com/blog/2011/6/10/access-not-ownership-my-view-on-digital-books.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/6/10/access-not-ownership-my-view-on-digital-books.html"/><author><name>Gareth Jenkins</name></author><published>2011-06-10T15:43:03Z</published><updated>2011-06-10T15:43:03Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Digital books, blah blah blah -- the argument seems to centre around all things related to ownership. For me, it isn't about ownership -- unless you see yourself as the sum of your things or you consider that books are a better medium from which to learn or enjoy.</p>
<p>Which brings me onto the key point in all of this: access. If that means $10 on a book because I didn't buy it already / don't have it to hand / lost access to it due to a poor purchasing decisions -- then so be it. Next time it'll be $0 on a wikipedia article or blog post or whatever.</p>
<p>If you really do want to "own" your digital content in the I-can-and-will-take-all-responsibility-for-its-wellbeing sense, then you can -- all the major digital book services provide you with permanent, resilient, local, disconnected copies of files. You just need to know how to manage each and every source and be prepared to do a little management. Compared to the pain in the ass that is finding, moving, storing and living with a large number of physical books I think it's no big deal.</p>
<p><a href="http://www.wired.com/epicenter/2011/06/ebooks-not-there-yet/2/">Wired</a>: "An unfinished e-book isn&rsquo;t a constant reminder to finish reading it." WTF? An unfinished e-book isn't a burden on your conventionally-bent self assessment. As it happens, I do finish most books I read. In fact, I finish far more ebooks than I did physical ones because I've always got them all with me. Further counters to Wired's nonsense an be <a href="http://www.allaboutthevoluntary.com/blog/2011/6/8/digital-bookishness.html">found here at allaboutthevoluntary.com</a>.</p>
<p>Revisionism is a valid concern. But with a little more market saturation and a few more tools, it'll be hard to get away with. Once DRM goes away (it will), it's a non issue as copies proliferate and comparisons are easy. Existing DRM will be brute-forced in about the same time it takes for DRM in the book space to go away. It's really not an issue from a technical point of view. Sure, it'll happen (and does in print books as well as ebooks), but it'll be highlighted.</p>
<p>In the Kindle app on my iPhone I generally have between 10 and 15 books on the go, and manage to get through 1-2 a week. This is done either in 15-minute segments when I have a free hand and eye, or as a reference to whatever I'm working on. At the minute that includes Enter The Kettlebell!, Replay: The History of Videogames, Atlas Shrugged, The War of Art,&nbsp; The Art of War, The Vegetarian Myth,&nbsp; and The Art of Game Design: A Book of Lenses, Demon's Captive and Fun Inc. That includes a book not available in this country in print, one that I've been reading for about 3 months, one that's entirely reference, one that has been revised and translated many, many times but I was able to find an as-far-as-can-tell faithful translation of and one that even I may be too embarrassed to own in print.</p>
<p>We're at same point we were 5-7 years ago with digital music. The transition might take a little longer (recordings of music as property have been around for far less time than the printed book) but it'll happen, and in so happening a lot of these little things will go away. Those who really care about "books" (I don't by the way, I care about information), will revel (I am revelling already -- see above paragraph) in the access granted to them and embrace digital books. For the majority, the perceived snobbishness around books will eventually go away with this realisation.</p>
<p>The motivations of the remaining minority will become clear. Either they do actually prefer physical books as a way of accessing and digesting information (and this is entirely reasonable) or they perceive some other value in the ownership and accumulation of those physical books.</p>]]></content></entry><entry><title>Pacing the unknown -- estimating level traversal and completion times</title><category term="Dead West"/><category term="design"/><category term="prototyping"/><id>http://www.36peas.com/blog/2011/5/17/pacing-the-unknown-estimating-level-traversal-and-completion.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/5/17/pacing-the-unknown-estimating-level-traversal-and-completion.html"/><author><name>Gareth Jenkins</name></author><published>2011-05-17T08:52:58Z</published><updated>2011-05-17T08:52:58Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img src="http://www.36peas.com/storage/temple-blogpath.jpg?__SQUARESPACE_CACHEVERSION=1305624330976" alt="" /></span></span></p>
<p>Last week we set about putting some parameters around the remaining design work for the core feature set of Dead West. We&rsquo;re not trying to pre-emt derived and iterated gameplay stuff -- just get a basic framework to aim for.</p>
<p>One of the biggest remaining decisions is whether we're targeting aracde-style replay or campaign-like progression through the various maps and levels. We've a lot of flexibility in how we spawn, introduce and balence enemies -- so we can take a basic "x enemies == y time" sense of anything.</p>
<p>In order to produce for ourselves both a chicken and an egg, we decided to firewall some assumptions against the level designs we currently have. After a good amount of pondering on how we do that, we:</p>
<ol>
<li>Took a straight line (quickest) path through each level*</li>
<li>Calculated a walking traversal distance for that path (based on what looks right in our current codebase)</li>
<li>Inserted a number of enemy encounters that we felt looked right based on the aesthetics and feel of each map</li>
<li>Timed those encounters (based on a completely different game)</li>
</ol>
<p><em>* this sometimes meant picking arbritary start and end markers</em></p>
<p>The point of doing this was to answer the question "if we just give the player a simple A-B experience in each level, how long would it take them to complete the set of designs we have"... hopefully leading us towards a design on arcade or campaign/completion play.</p>
<p>Some detail on the techniques we used:</p>
<ul>
<li>Stopwatch was invaluable for working out a pixels-per-second walking speed for our standard heroes.</li>
<li>"Mean time between interesting shit" was calculated/measured in Fable 3's gameworld</li>
<li>Reasonable encouter sizes and hits-to-kill enemies was estimated based on <a href="http://itunes.apple.com/us/app/battleheart/id394057299?mt=8">Battleheart</a></li>
<li>Relative encouter sizes and likely time differences were based on <a href="http://en.wikipedia.org/wiki/Warhammer_Fantasy_Battle">Warhammer Fantasy</a> unit balance calculations</li>
</ul>
<p>We got to a level completion time of between 25 and 40 minutes... and an answer on what kind of map progression and session play style we're targetting. We'll go into more detail on that in the future -- but suffice to say it's nice having the flexibility.</p>
<p>By far the most difficult bit was simplifying the problem set -- we spent a long time stopping ourselves from talking about enemy encounters and the complexities therein. We ultimately boiled them down to "Small", "Medium" and "Large" encounters, safe in the knowlege that if GW can genericse everything to a points value we will be able to as well.</p>
<p>Other pleasant side effects of the whole thing included a prototype for how we can offer variable play based on player preference and player experience -- and a good number of ideas for where we go next in regard to spawning and triggering of enemies (all of which seem simpler than we'd anticipated).</p>]]></content></entry><entry><title>Artists and other valuable resources</title><category term="art"/><category term="deadwest"/><category term="gjat"/><category term="manlove"/><id>http://www.36peas.com/blog/2011/5/3/artists-and-other-valuable-resources.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/5/3/artists-and-other-valuable-resources.html"/><author><name>Gareth Jenkins</name></author><published>2011-05-03T21:51:50Z</published><updated>2011-05-03T21:51:50Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>It was my birthday today, and our resident artist (Goose) did this for me:</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/controller.jpg?__SQUARESPACE_CACHEVERSION=1304459610257" alt="" /></span></span></p>
<p>I'm pretty fucking chuffed about that.</p>
<p>We've spent much of April buliding up resources for Dead West (see <a href="http://www.36peas.com/devspawn/">DevSpawn</a> if you're an artist and interested) and, very satisfyingly, working on a smaller side project (based on last year's 360idev Game Jam project).</p>
<p>That latter thing now has a name, and an art style (which oddly enough, and completely counter to Dead West, requires little art work) -- more on both in the coming week.</p>]]></content></entry><entry><title>Some thoughts on satisfying pursuits, discipline... and Warhammer</title><category term="design"/><category term="drive"/><category term="immersion"/><category term="productivity"/><category term="warhammer"/><id>http://www.36peas.com/blog/2011/4/4/some-thoughts-on-satisfying-pursuits-discipline-and-warhamme.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/4/4/some-thoughts-on-satisfying-pursuits-discipline-and-warhamme.html"/><author><name>Gareth Jenkins</name></author><published>2011-04-04T08:06:22Z</published><updated>2011-04-04T08:06:22Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Was just going to scribble this down for myself -- as part of figuring out some drive and interest things... and how they're not always manifested in the same way. But figured you might be interested as well.</p>
<p>I have very much enjoying engaging in Warhammer Fantasy -- playing, strategizing, optimizing, painting, crafting, acquiring etc. But last Thursday night (the last game Goose and I played), for the first time, I didn't really enjoy it (this was from the outset -- not just after I started loosing). This I found especially odd as all the circumstances were supportive of a good time: we'd had a very significant output for 36peas that day; I had a busy but well-prepared-for day of PBAL the next day; the kids were in bed etc.</p>
<p>I'm pretty certain &ndash; in fact I know for sure &ndash; that this was because in the preceding 10 days I'd spent no time whatsoever engaging in Warhammer stuff &ndash; I'd not thought about army lists, strategized, painted or done any related activity.</p>
<p>Last night I spent an hour painting &ndash; and I deliberately set aside an hour so that I'd a.) have some measurable and quantifiable assessment, and; b.) go to bed at a reasonable time in order to be up this morning.</p>
<p>I thoroughly enjoyed it. And this morning I am happy and enthusiastic about playing later in the week and already spending my off time (time when I can't fit any other activity in -- normally between modes of transport, in lulls of conversation etc) strategizing about how I intend to play, what things I'd like to paint in advance, etc. I also listened to <a href="http://twit.tv/twit">TWIT</a> live in that time, something else on my list of must-do-regularly-because-get-a-good-bit-out-of-it-personally-and-professionally.</p>
<p>This brought me round to thinking about discipline and immersion (the latter of which Goose and I talked about in <a href="http://www.36peas.com/blog/2011/3/27/game-dev-in-motion-4-engaging-players-beyond-the-medium.html">GDIM #4</a>). Do I (can I) only enjoy the separate elements of Warhammer when I engage in them all? And does that have to be on some kind of regular basis?</p>
<p>Given the variety and volume of different things that I do, this is something that worries me &ndash; I want to understand better that behavior (immersion in multi-genre gaming pursuits) but I find it unlikely that I (personally) would naturally end up keeping to any kind of regular pattern of engagement (at this point in my life) because of the multitude of other (self-imposed) demands on my time. But I really, really enjoy this particular pursuit, and I find it rewarding and useful as a game designer.</p>
<p>So, in the interests of full immersion (I&rsquo;m one army of 10+ into one game of 3+) I&rsquo;m going to try something else I&rsquo;m interested in &ndash; disciplined activity. This is unknown for me &ndash; I do a lot of stuff, but it&rsquo;s almost all on either a get-as-much-done-in-the-time-permitted or a just-in-time basis. First part of said discipline (KISS for now) will be to spend an hour painting at least 5 evenings out of 7. I always have other activities I can combine with this (watching, listening, thinking) and it I don&rsquo;t expect to have to shift anything else out of the way &ndash; but doing it against a personally-imposed discipline may change how I look at this, and, more importantly, other pursuits in the future. I hope it will also give me a better view on games from the perspective of a fully-immersed player.&nbsp;</p>]]></content></entry><entry><title>Game Dev in Motion #4: Engaging Players Beyond the Medium</title><category term="GDIM"/><category term="audio"/><category term="design"/><category term="engagement"/><id>http://www.36peas.com/blog/2011/3/27/game-dev-in-motion-4-engaging-players-beyond-the-medium.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/3/27/game-dev-in-motion-4-engaging-players-beyond-the-medium.html"/><author><name>Gareth Jenkins</name></author><published>2011-03-27T20:57:39Z</published><updated>2011-03-27T20:57:39Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>This was captured mid-way into a coversation (thanks Audacity) about engagement beyond the medium in relation to games (video and otherwise). The gaming session we're talking about at the start was a then-upcoming Warhammer Fantasy Battle match we played that evening.</p>
<p>We went on to talk about a number of related areas -- primarily we were trying to pin down specifics around what engages players beyond the ostensible gaming session.</p>
<p>Here's the link -- <a href="http://productivityballoon.com/browse/36peas/GDIM/GDIM4.mp3">Game Dev in Motion #4: Engaging Players Beyond the Medium</a>.</p>
<p>For those who didn't catch the video last time, here's the audio for -- <a href="http://productivityballoon.com/browse/36peas/GDIM/GDIM3.mp3">Game Dev in Motion #3: Theme, Context and Player Engagement</a>.</p>]]></content></entry><entry><title>Game Dev in Motion #3: Theme, Context and Player Engagement</title><category term="GDIM"/><id>http://www.36peas.com/blog/2011/3/7/game-dev-in-motion-3-theme-context-and-player-engagement.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/3/7/game-dev-in-motion-3-theme-context-and-player-engagement.html"/><author><name>Gareth Jenkins</name></author><published>2011-03-07T16:12:29Z</published><updated>2011-03-07T16:12:29Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p><iframe src="http://player.vimeo.com/video/20738248?color=ffffff" width="660" height="371" frameborder="0"></iframe></p>
<div>A pretty general discussion in which we discuss some recent examples in providing theme and context, how the platform (particularly iOS) affects context delivery, and specifically some of the feel and engagement aspects to:</div>
<div></div>
<div id="_mcePaste"></div>
<div id="_mcePaste"></div>
<div id="_mcePaste">
<ul>
<li>Left 4 Dead (1 &amp; 2)</li>
<li>Mass Effect 2</li>
<li>Dragon Age</li>
<li>Dawn of War II</li>
<li>Metal Gear Solid</li>
<li>Dungeon Hunter 2</li>
<li>Medal of Honour (specifically multiplayer)</li>
<li>Assassin's Creed (largely as a counter example)</li>
</ul>
</div>
<div id="_mcePaste"></div>
<div>The links we referenced:</div>
<div id="_mcePaste"></div>
<div id="_mcePaste">
<ul>
<li><a href="http://aigamedev.com/premium/articles/procedural-director/">Procedural zombie generation with Left 4 Dead's AI Direction on AIGameDev</a></li>
<li><a href="http://www.36peas.com/blog/2010/8/11/introducing-dead-west.html">Art stills from Dead West</a></li>
<li><a href="http://www.flickr.com/photos/goosemouse">Goose's Flickr account</a>&nbsp;-- specifically <a href="http://www.flickr.com/photos/goosemouse/sets/72157624410308629/">this set</a></li>
<li><a href="http://www.flickr.com/photos/goosemouse"></a>My festive musings on Dungeon Hunter 2 &lt;&lt; yea, it turns out I never wrote this post, although I did mention it in passing in our <a href="http://www.36peas.com/blog/2011/1/5/level-up-1-creative-output-1-communication-unlocked-play-ski.html">"Level up" post</a></li>
<li><a href="http://www.36peas.com/blog/2011/1/5/level-up-1-creative-output-1-communication-unlocked-play-ski.html"></a>It was <a href="http://en.wikipedia.org/wiki/MAG_(video_game)">MAG</a> that we were thinking of (256 multi player)</li>
</ul>
</div>
<div id="_mcePaste">We didn't actually get to talking too much about how we are looking to provide context and feel in Dead West -although we did end up talking about player engagement a whole lot more than I thought we would.</div>
<div>For those of you who stuck around to the end and are curious -- we we're playing <a href="http://www.flyingfrog.net/lastnightonearth/">Last Night on Earth</a>.</div>
<div></div>
<div id="_mcePaste"></div>
<div id="_mcePaste"></div>
<div id="_mcePaste">Feedback and general thoughts encouraged, let us know what you think of the general discussion style&nbsp;-- we've a bunch of technical stuff to sort out (external mics, appropriate encoding, publishing in iTunes etc) but we're just going to let the content take its own course and see what happens.</div>]]></content></entry><entry><title>Liberals, Conservatives, The Sims and other things that piss me off</title><category term="ethics"/><category term="idevblogaday"/><category term="politics"/><category term="simulation"/><id>http://www.36peas.com/blog/2011/2/23/liberals-conservatives-the-sims-and-other-things-that-piss-m.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/2/23/liberals-conservatives-the-sims-and-other-things-that-piss-m.html"/><author><name>Gareth Jenkins</name></author><published>2011-02-23T21:58:31Z</published><updated>2011-02-23T21:58:31Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>For this last 36peas post on <a href="http://idevblogaday.com/">#idevblogaday</a> a day in the <a href="http://mysterycoconut.com/blog/2011/02/idevblogaday2/">current cycle</a> I've ended up writing about politics and ethics and what other people think.</p>
<p>If you'd like to read more of the normal excellent <a href="http://www.36peas.com/blog/tag/code">technical</a>, <a href="http://www.36peas.com/blog/tag/design">game design</a> and <a href="http://www.36peas.com/blog/2011/1/12/no-app-store-100-of-nothing-is-nothing-quit-this-entitlement.html">controversial game industry</a> posts we normally write -- or watch more of the <a href="http://www.36peas.com/blog/tag/gdim">Game Dev in Motion video blog</a> series we started recently, subscribe here by <a href="http://www.36peas.com/blog/rss.xml">RSS</a> or follow <a href="http://twitter.com/36peas">@36peas</a>.</p>
<h3>Moral Combat?</h3>
<p>In this last week I've been less and less tolerant of, well, most everything -- writing this comes toward the end of day of further intolerance. Timely then that I've just been pointed at this: <a href="http://prospect.org/cs/articles?article=moral_combat">Moral Combat, Why do liberals play computer games like conservatives?</a></p>
<p>I'm not going to get into arguing the politics or philosophy of the thing -- there are others <a href="http://www.allaboutthevoluntary.com/">far better suited</a>. But Just a couple of observations...</p>
<p>I don't think this (which, by the way is an article about The Sims and to some extent Sim City, Civ and Call of Duty -- not video games) and its suggestion of games being anti-liberal is about game developers deliberately setting about making anti-liberal games. In the case of these games, they set about making simulations -- and, because we live in a conservative society, these __simulations__ simulate conservative tendencies.</p>
<p>As members of that merry system of reinforced groupthink and repressed individualism, the general populous thrive on being rewarded for being themselves. That ostensibly conservative actions are rewarded for the most part is somewhat irrelevant -- it's that people are doing well at simulating the real world. They're being validated as Citizens.</p>
<p>People like to pretend -- and generally their imaginations are limited -- get them to play something more abstract (like <a href="http://www.quelsolaar.com/love/">Love</a>) and they're lost, get them to play something more removed from their reality (like <a href="../../../../Applications/Microsoft%20Office%202011/Microsoft%20Word.app/Contents/Dragon%20Age%20-%20Wikipedia,%20the%20free%20encyclopedia">Dragon Age</a>) and they're put off by the fantasy and childish "make believe".</p>
<p>Call of Duty, is this context, is something of an anomaly here -- it's only conservative if you define violence (not the reasons for violence, but the act of violence itself) as something exclusively conservative. The context in the CoD games is generally too shallow to assess the reasoning for why -- only enough to suggest what. That it's so popular is as much about individuals&rsquo; generally power-derived pleasure and need for constant validation as it anything else.</p>
<p>Oddly enough, it's only The Sims (the primary reference material -- in fact the pivotal reference material) that I don't enjoy -- it provides me with no fun. Sim City and Civ I find enjoyable because I assert power over the game itself through my learning and digestion of the apparent complexity. Call of Duty I enjoy because of the more visceral development of skills and, yes, application of power.</p>
<p>In summation and argument for these games as an exploration of liberal and conservative methods, Greg proffers:</p>
<blockquote>
<p>The lesson: Getting results from liberal policies takes a tremendously long time.</p>
</blockquote>
<p>What nonsense: of course you are more likely to more rapidly succeed in a simulation of a conservative society by behaving conservatively.</p>
<p>Edward Castronova <a href="http://terranova.blogs.com/terra_nova/2011/02/moral-combat.html">extends this further</a> and asks if there are liberal and conservative moments in games -- and if incentives in games are strong enough to lure people into acting contrary to their moral commitments. Of course on the former - look for something and you'll find it. On the latter, well, yes - people naturally (it seems) want to perform better: if the games they play set about simulating a (conservative) reality, then acting (conservatively) will improve your performance.</p>
<p>Edward also suggests that <a href="http://faculty.virginia.edu/haidtlab/mft/index.php">research on Moral Foundations Theory by Jonathan Haidt</a> is the "best thing yet offered on the difference between liberal and conservative thinking." If it's supposed to be in any way comprehensive, it seems to be wholly inadequate when I try to use it to describe my own "intuitive ethics".</p>
<h3>Back to, er, reality</h3>
<p>Like I said, if you'd like to read more of the normal excellent&nbsp;<a href="http://www.36peas.com/blog/tag/code">technical</a>,&nbsp;<a href="http://www.36peas.com/blog/tag/design">game design</a>&nbsp;and&nbsp;<a href="http://www.36peas.com/blog/2011/1/12/no-app-store-100-of-nothing-is-nothing-quit-this-entitlement.html">controversial game industry</a>&nbsp;posts we normally write -- or watch more of the&nbsp;<a href="http://www.36peas.com/blog/tag/gdim">Game Dev in Motion video blog</a>&nbsp;series we started recently, subscribe here by&nbsp;<a href="http://www.36peas.com/blog/rss.xml">RSS</a>&nbsp;or follow&nbsp;<a href="http://twitter.com/36peas">@36peas</a>.</p>
<p>Thanks Miguel for setting up <a href="http://idevblogaday.com/">#idevblogaday</a>.&nbsp;I'm excited that with the new rules we'll get a constant cycle of authors and content. Good luck to the rest of you, I look forward to welcoming you here in the short term - and back on the <a href="http://idevblogaday.com/">#idevblogaday</a> list in the long term / long list.</p>]]></content></entry><entry><title>Game Dev in Motion #2: Designing and animating top-down 2d sprites</title><category term="Dead West"/><category term="GDIM"/><category term="animation"/><category term="design"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2011/2/17/game-dev-in-motion-2-designing-and-animating-top-down-2d-spr.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/2/17/game-dev-in-motion-2-designing-and-animating-top-down-2d-spr.html"/><author><name>Gareth Jenkins</name></author><published>2011-02-17T00:24:49Z</published><updated>2011-02-17T00:24:49Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Game Dev in Motion #2! ...in which we talk about designing top-down animations and give you a simple method for testing simple frame-by-frame animations direct from Photoshop to Flash in a couple of easy steps. Some what a direct follow-up to <a href="Game Dev in Motion #1: Creating a 3D world with 2D art">GDIM #1</a> - thanks for all the super feedback.</p>
<p><iframe src="http://player.vimeo.com/video/20041723?color=ffffff" width="660" height="371" frameborder="0"></iframe></p>
<p>We cover:</p>
<div id="_mcePaste">
<ul>
<li>Deciding what to animate</li>
<li>How to animate _and_ rotate a top-down sprite</li>
<li>Drawing large and rendering small  
<ul>
<li>the complexities of scaling sprites down -- or more specifically designging sprites such that they can be scaled down and why they look, well, silly at their original scale</li>
<li>...and the suggestion of what the player sees and how that's perceived</li>
</ul>
</li>
<li>Testing animations  
<ul>
<li>in code</li>
<li>with tools - specifically flash, by:  
<ul>
<li>getting your layers (frames) in order in PhotoShop</li>
<li>scaling to size</li>
<li>importing into Flash</li>
<li>organising an animation around keyframes</li>
<li>manipulating frame rate in flash</li>
<li>adding a background layer to the animation (see <a href="Game Dev in Motion #1: Creating a 3D world with 2D art">GDIM #1</a> for more on the backgrounds)</li>
</ul>
</li>
<li>we also point out some of problems -- specifically the artifacting issue we were seeing on the first imported frame</li>
</ul>
</li>
<li>We also explore using Flash to test movement along with aniamtion - and, well, we prove that it can be done.</li>
<li>A little about animation and sprite sheet workflow - using <a href="http://zwoptexapp.com/">Zwoptex</a> for our spritesheets (which are being managed by <a href="http://www.cocos2d-iphone.org/">Cocos2d</a> in our game code).</li>
<li>Working out framerates -- or, well, iterating the framerates through testing (why to test the things in the first place)</li>
</ul>
We also give away some information about the item unlocks and other game design bits in Dead West. Enjoy ;)</div>
<p>&nbsp;</p>]]></content></entry><entry><title>Game Dev in Motion #1: Creating a 3D world with 2D art</title><category term="Dead West"/><category term="GDIM"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2011/2/10/game-dev-in-motion-1-creating-a-3d-world-with-2d-art.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/2/10/game-dev-in-motion-1-creating-a-3d-world-with-2d-art.html"/><author><name>Gareth Jenkins</name></author><published>2011-02-10T01:55:43Z</published><updated>2011-02-10T01:55:43Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Game Dev in Motion? Dead West developer diary? Whatever... this week, we've done something a little different for <a href="http://idevblogaday.com/">#idevblogaday</a> -- we made a video blog in answer to a question <a href="http://twitter.com/#!/MarkusN">Markus Nigrin</a> asked on twitter: "Anybody know a 2D game where you move in a pseudo 3D screen?" We do, as it turns out: Dead West, the title we're actively working on.</p>
<p>In it we cover wrangling perspective and the use of 3D-like environments for our upcoming 2d, action-strategy iPad game, Dead West. See below for a further breakdown of contents.</p>
<p><iframe src="http://player.vimeo.com/video/19768098?color=ffffff" width="660" height="371" frameborder="0"></iframe></p>
<div id="_mcePaste">We demonstrate most of what we're talking about with work-in-progress level backgrounds from various stages of development. It features some of the current versions of actual in-game levels -- not 100% polished, but certainly 90% of the way there.</div>
<div></div>
<div>Amongst other topics, we cover:</div>
<div id="_mcePaste"></div>
<div id="_mcePaste">
<ul>
<li>Hinting and suggestion issues in design -- if you know what the thing is supposed to be, it's difficult to objectively assess it</li>
<li>Use of palette</li>
<li>The history of artwork development as it spans from pre-Retina display single screen art at 320x480 to multiple iPad screens spanning 7680x1024</li>
<li>Our experience of trying to build an asset library -- and deciding not to in the end</li>
<li>Explanation of the liberties we were able to take when twisting and manipulating perspective -- and the problems that caused between levels and settings</li>
<li>Problems and tips for representing specific things, including:        
<ul>
<li>water</li>
<li>trees</li>
<li>hard edges</li>
<li>depth</li>
<li>candy floss</li>
<li>elevation and slopes</li>
</ul>
</li>
<li>Iteraton between design &amp; art -- how forcing a fixed perspective became reliant on the inter-dependencies between content design and art design</li>
<li>Repeating artwork elements and brushesT</li>
<li>Textures to show ground -- and not having holes in the earth</li>
<li>Development layers in the art itself</li>
</ul>
</div>
<p>We also start to talk about some of the level design itself -- and how that impacts on the art and art design.</p>
<p>All the artwork featured was produced in PhotoShop, and the video's full of hint-shaped nuggets for producing exactly this kind of art in PhotoShop.</p>
<p>The video also features early previews of some of the original score from Dead West.</p>
<h3>Game Dev in Motion?</h3>
<p>What do you think of the format? Let us know in the comments -- we're thinking about doing more.</p>]]></content></entry><entry><title>Gelatinous Pantyhose*: you’ve already got a solid foundation for innovative multi-player experiences</title><category term="design"/><category term="game mechanics"/><category term="idevblogaday"/><category term="multiplayer"/><id>http://www.36peas.com/blog/2011/2/2/gelatinous-pantyhose-youve-already-got-a-solid-foundation-fo.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/2/2/gelatinous-pantyhose-youve-already-got-a-solid-foundation-fo.html"/><author><name>Gareth Jenkins</name></author><published>2011-02-02T22:45:20Z</published><updated>2011-02-02T22:45:20Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>&hellip;So why aren&rsquo;t there more of them?</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/hitmanbloodmoney1 1.jpg?__SQUARESPACE_CACHEVERSION=1296686808721" alt="" /></span></span></p>
<p>Innovative multiplayer design can be built atop underlying mechanics that don&rsquo;t necessarily even need to be iterative &ndash; they can simply be reused.</p>
<p>Most contemporary multiplayer (especially in the AAA space) is repetitive. Shoot this, capture that, win the match &ndash; etc. Because of the (human) nature of such multi-player experience this does &ndash; don&rsquo;t get me wrong &ndash; provide a lot scope for a lot of fun gameplay. But we can only change the scenery so many times.</p>
<p>However, a couple of recent stand-out multi-player (featuring) titles have used this to their advantage. Instead of re-inventing the core, they left it as is and created a novel multi-player experience on top of it.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/left-4-dead-.jpg?__SQUARESPACE_CACHEVERSION=1296686948543" alt="" /></span></span></p>
<p><a href="http://en.wikipedia.org/wiki/Left_4_Dead">Left 4 Dead</a> took what Valve had already perfected in the Half Life engine and underlying systems and added a fixed-build co-op setup (4 players, with 2-4 being either human or companion AI) and truck-loads of pretty stupid &ndash; and pretty terrifying &ndash; zombies. The result: a survival co-op experience that forces the player to work as a team and co-operate with their companions to succeed (which, funnily enough is exactly how the gameplay is packaged: 4 strangers meet under unknown circumstances and are forced to work together else die alone). This &ldquo;forced&rdquo; nature that I&rsquo;m getting at isn&rsquo;t a player-1-press-this-while-player-2-presses-that &ndash; it&rsquo;s completely emergent; founded in the fact there&rsquo;s a lot of zombies and as well as acting as bait while your buddies take out the tank&hellip; you&rsquo;re also going to need to be helped up every time one of them jumps you.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/assassin 2.jpg?__SQUARESPACE_CACHEVERSION=1296687097307" alt="" /></span></span></p>
<p>Assassin&rsquo;s Creed: Brotherhood does something very similar with an <a href="http://www.36peas.com/blog/2011/1/26/multiplayer-emotions-as-designers-weve-a-lot-more-to-explore.html">emotive multiplayer experience that we wrote about last week</a>. It uses the solid foundation of its ancestry (and many stealth action games that went before - see above) as the platform for a competitive multi-player game mode that on reflection is obvious &ndash; and ends up with you needing (not being forced) to play the role of an assassin in order to succeed.</p>
<h3>So?</h3>
<p>So, they stand out because they do something new &ndash; both provide an emergent role-playing&nbsp; (note the lower case &ldquo;r&rdquo; and &ldquo;p&rdquo; there) experience by offering novel game design atop solid genres, building further on the inherent emergent properties of multi-player games.</p>
<p>As well as providing new multi-player experiences,&nbsp;embellishing&nbsp;well-trodden genres with your own magic sparkle gets around the risk of un-polished (or outright un-tested) underlying mechanics (there&rsquo;s really no excuse for this in the FPS/TPS genre): all you have to test - and perfect - is the sparkle.</p>
<p>You don&rsquo;t need to re-invent the wheel to provide a new and interesting multi-player experience. Use what you know &ndash; just do <a href="http://www.worldofmunchkin.com/game/">*something funky</a> with it.</p>]]></content></entry><entry><title>Multiplayer emotions - (as designers) we’ve a lot more to explore yet</title><category term="design"/><category term="idevblogaday"/><category term="multiplayer"/><id>http://www.36peas.com/blog/2011/1/26/multiplayer-emotions-as-designers-weve-a-lot-more-to-explore.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/1/26/multiplayer-emotions-as-designers-weve-a-lot-more-to-explore.html"/><author><name>Gareth Jenkins</name></author><published>2011-01-26T15:52:58Z</published><updated>2011-01-26T15:52:58Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>There&rsquo;s still a lot for multiplayer games to explore in the emotive space... at least that&rsquo;s how it feels after recently experiencing the novel multiplayer experience presented in <a href="http://en.wikipedia.org/wiki/Assassin's_Creed:_Brotherhood">Assassin&rsquo;s Creed: Brotherhood</a>.</p>
<p>We&rsquo;d written a little about Brotherhood in a post last week, but on getting into the detail discovered that there&rsquo;s something very interesting going on in the multi-player experience. The game carves out a multiplayer mode based not on the conventions and received wisdom of its contemporaries (those being other AAA titles) but based on <a href="http://www.36peas.com/blog/2011/1/19/fix-it-when-you-can-all-games-launch-broken.html">a gameplay experience that has been evolved and perfected</a> over the series*.</p>
<p>As a result of this, the gameplay experience delivered by Brotherhood&rsquo;s multiplayer mode is nerve-wracking, tense and thrilling. And it&rsquo;s all of those things because of the clever way other human players are introduced into the game world established by the single-player Assassin&rsquo;s Creed experience.</p>
<p>If you&rsquo;ve not played it, the best introduction is probably seeing it in action:</p>
<p><iframe title="YouTube video player" class="youtube-player" type="text/html" width="659" height="401" src="http://www.youtube.com/embed/AAuDzUx054M?rel=0&amp;hd=1" frameborder="0" allowFullScreen></iframe></p>
<p>Some from-the-horse&rsquo;s-mouth (well, actually a Goose in this case) observations:</p>
<blockquote>
<p>Ignoring the ridiculous wait times (I timed 19 minutes on one occasion) to get into the game, the level of tension generated in the Brotherhood multiplayer experience is second to none. To be successful in a match you must act swiftly to score as you are competing to finish top of the leader board. This works contrary to you having to behave in a calm manner so as to avoid detection by the player you are hunting. This juxtaposition is heightened by the fact you are sometimes being stalked by many opponents - and other players may also be tracking your target, increasing the necessity to locate and dispatch your prey quickly <strong>and </strong>quietly. On a number of occasions I&rsquo;ve witnessed a player break cover and assassinate his target only to be brutally stabbed in the face a split second later.</p>
<p>The chaos that ensues when a player acts inappropriately can at times be both frightening and hilarious: you may find yourself calmly walking amongst a crowd approaching your prey - lining yourself up for the perfect kill - and then, for no apparent reason, the calm is shattered as someone nearby starts to run. At this point it becomes a true test of nerves. There are many reasons the character may be running: they could be under chase; they may be after your kill; they may be coming to kill you, or; it may just be the AI fucking with you and there&rsquo;s nothing wrong. Either way, at this point, nine times out of ten the majority of players in the area panic and scatter, some will die, others will escape but your perfectly lined up kill has gone and you must steady your nerve and begin again. The level of concentration this demands is so much more than in most multi-player experiences and the depth of emotional involvement it demands is truly mind bending. Never before have I played a multi-player game that has the player so engaged that the emotive drive actually parallels the events occurring on screen. Whilst from a tactical point of view it may help to have a soldier-like mind set while playing the latest Call of Duty, at no point do you actually feel like you are a soldier or part of a unit. The level of distrust and suspicion of everything in your environment goes a long way to making you feel like an assassin in Brotherhood.</p>
<p>As mentioned before the overall mood of the game is generated by its conflicting pace, this however does open it up to criticism as at times the second greatest frustration raises it&rsquo;s head, on a number of occasions I have found myself with no target for various reasons and at points the time it takes for the player to be assigned a new target can be quite lengthy. When playing a game when the suspension of disbelief is anchored around its pacing this problem is quite a large one if for no other reason that you can&rsquo;t ecru points and maintain your position on the leader board if you have no targets to kill... especially if other players are racking up kills during this down time.</p>
<p>There are a number of&nbsp; issues in the game play&rsquo;s architecture and design though &ndash; primarily that the issuing of targets isn&rsquo;t consistent (i.e. it can take you a lot longer to be allocated a new target than your competition). At these points the attitude towards the game can be adversely affected. In some instances the focus can easily switch from the cloak-and-dagger approach intended and generally desirable to a &ldquo;shit... I really need to get a quick few kills to regain my place on the leader-board&rdquo;-type attitude. This negative change in attitude often sends a ripple through the other players&rsquo; behavior. If for whatever reason players start dashing around to grab quick kills, the atmosphere of stalking-while-being-stalked quickly dissipates and the mood becomes more brawl than a battle of wits and holding of nerve. &nbsp;On the whole though these situations are rare and the game really draws the player into a unique and innovative style of game play that &ndash; no insignificant feat considering the vast array of design variables involved multi-player game play.</p>
</blockquote>
<h3>What next?</h3>
<p>Playing a Call of Duty or Halo game in a multiplayer mode does provide a challenging and changing experience because of the nature (and varied skill sets) of human player opponents &ndash; and how they behave differently from AI opponents. Brotherhood relies on this differentiated behavior (of human-played characters over AI characters) in order to drive it&rsquo;s game play. It&rsquo;s like a sequence of inverted <a href="http://en.wikipedia.org/wiki/Turing_test">Turing tests</a> &ndash; convince the human that you&rsquo;re a computer.</p>
<p>The recent popularity of bot modes in AAA titles (e.g. <a href="http://halo.wikia.com/wiki/Firefight">Firefight</a> in Halo: Reach) already highlights that players are interested in multi-player experiences that do rely on there not being human players as opponents (it wouldn&rsquo;t be possible to organize and coral so many human players into a horde-like attack of the opposing team). But, whilst interesting &ndash; and a lot of fun, it&rsquo;s no co-incidence that the heavily-human-player-behavior reliant experience of Brotherhood is also an emotive one. What else can we do to drive such emotive responses?</p>
<p>&nbsp;</p>
<p><em>* I&rsquo;ve not played it myself yet, but according to all accounts a lot of what&rsquo;s good about the behavior-based tensions and skill in Brotherhood is also born out in Chris Hecker&rsquo;s upcoming&nbsp;<a href="http://spyparty.com/">SpyParty</a>.</em></p>]]></content></entry><entry><title>Fix it when you can; all games launch broken</title><category term="design"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2011/1/19/fix-it-when-you-can-all-games-launch-broken.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/1/19/fix-it-when-you-can-all-games-launch-broken.html"/><author><name>Gareth Jenkins</name></author><published>2011-01-19T23:05:05Z</published><updated>2011-01-19T23:05:05Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>I challenge you to name the last game you played that didn&rsquo;t have at least one obvious (even if small) design issue. Those small issues can be incredibly difficult to fix toward the end of the development cycle &ndash; which, unfortunately, is often the first place they&rsquo;re spotted.</p>
<p>In the era of stream-lined updates and patches they&rsquo;re also often left alone &ndash; bugs get fixed, design issues don&rsquo;t. And for very good reason &ndash; even the smallest changes in the game design / mechanic often have massive consequential effects on all parts of the game.</p>
<p>Obviously many, many people have tried to solve these issues at the design process stage &ndash; but that in itself is hard to do. I&rsquo;m looking forward to reporting back on our own processes and their effectiveness over the coming years.</p>
<p>There is something else we can do as developers: fix the issues. It&rsquo;s not easy though and it often requires a sequel or abstracted follow up to get the opportunity to do so.&nbsp; There&rsquo;s also a significant risk of unbalancing other aspects of the game design, or of highlighting issues previously not apparent.&nbsp;But if you&rsquo;ve got a solid game - just one in need of a few design fixes - it&rsquo;s often worth doing. A good game with the occasional design issue can become a great game without them.</p>
<h3>Learning by the example of others</h3>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/Assassins-Creed-Brotherhood-3.jpg?__SQUARESPACE_CACHEVERSION=1295478485820" alt="" /></span></span></p>
<p>The first Assassin&rsquo;s Creed game was <a href="http://en.wikipedia.org/wiki/Assassin%27s_Creed_(video_game)#Reception">pretty well received</a>, by the <a href="http://en.wikipedia.org/wiki/Assassin%27s_Creed_II#Reception">second</a> Ubisoft Montreal hadn&rsquo;t really changed the game at all, they just fixed a bunch of design issues. The third, and most recent in the series was, again, <a href="http://en.wikipedia.org/wiki/Assassin's_Creed:_Brotherhood#Reception">more positively received</a> &ndash; primarily, in our view, as a result of more fixes.</p>
<p>Some examples:</p>
<ul>
<li>Gameplay in the first game actually got easier as you made your way through its missions. This has been resolved, and there is now an appropriately balanced difficulty curve throughout the third game.</li>
<li>The first game suffered terribly with similar (almost identical in some cases) missions, very quickly leading to boredom. The latest game almost completely avoids this by presenting a more involving narrative and a more connected set of missions.</li>
<li>The random and irritating placement of collectible flags in the original game has been largely resolved in the latter two &ndash; yet still allows those who are interested to discover them.</li>
<li>In the first and second games it never particularly felt you had an impact on the environment &ndash; particularly noticeable given how tied the gameplay is to the environment itself. In the third game you get to effect real change on how that environment plays. Through a series of side missions and non-core quests you can remove enemy influences and establish your own grip on the land, whilst unlocking more new areas to explore and conquer. Furthermore, this allows you to choose which allied factions to place in certain &ldquo;headquarters&rdquo; buildings - you feel that your actions are truly having an impact on your surroundings as you see a decrease in &ldquo;Borgia&rdquo; soldiers and a greater presence of whomever you place in each building.</li>
</ul>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/Assassin's creed 1.JPG?__SQUARESPACE_CACHEVERSION=1295478521279" alt="" /></span></span></p>
<p>&nbsp;</p>]]></content></entry><entry><title>No App Store? 100% of nothing is nothing: quit this entitlement bullshit already</title><category term="apple"/><category term="appstore"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2011/1/12/no-app-store-100-of-nothing-is-nothing-quit-this-entitlement.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/1/12/no-app-store-100-of-nothing-is-nothing-quit-this-entitlement.html"/><author><name>Gareth Jenkins</name></author><published>2011-01-12T23:06:18Z</published><updated>2011-01-12T23:06:18Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>This week&rsquo;s <a href="http://idevblogaday.com">#idevblogadaypost</a> is going to be short and not so sweet. I can get ranty sometimes &ndash; normally when provoked directly. The provocation this time was less direct and more incessant. It&rsquo;s the culmination of listening to a bunch of iOS devs &ndash; some of which I do actually hold in otherwise-high regard.</p>
<p>I&rsquo;m sick of hearing iOS devs complain about Apple, about Apple&rsquo;s policies and about Apple&rsquo;s terrible treatment of developers.</p>
<p>It&rsquo;s their platform. They created a market. If you don&rsquo;t like it, fuck off.</p>
<p>I wrote started to write a full post about this earlier, and planned to bring together my thoughts coherently. I had references on market laterals from the <a href="http://hbr.org/">HBR</a> and everything. But I can&rsquo;t be bothered. I am very much looking forward to getting this off of my chest as quickly as possible and getting back to what&rsquo;s important: testing earth-tone base colors for the delivery of <a href="http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440008a&amp;prodId=prod730814">Citadel</a> goodies I&rsquo;m expecting tomorrow.</p>
<p>In virtually un-edited form, here are some of the notes I started to make earlier:&nbsp;</p>
<ul>
<li>Apple created a market. Duh.</li>
<li>It is, was and probably always will be their platform</li>
<li>Apple are known for lock-in to their stuff</li>
<li>Apple are known for not sharing things until the last minute</li>
<li>Re devs not having access until launch, some people seem to have managed just fine in getting stuff ready.</li>
<li>Just because you&rsquo;re developing for the App Store, doesn&rsquo;t mean that you represent the average, typical or most likely example. &ldquo;<a href="http://www.manton.org/2011/01/app_store_30_cut.html">Camera+ from Tap Tap Tap sold 78,000 copies on Christmas day, but no one else I know sees numbers like that</a>&rdquo; &lt;&lt; of what relevance is that?</li>
<li>People like to moan&hellip; so most of what you read on the web (yes, including this) is people moaning. Those who are doing well have got better things to do.</li>
<li>Apple most probably think about what they do and how it affects developers &ndash; they know what they&rsquo;re doing. &nbsp;Maybe their considered opinion is that it works best this way.</li>
<li>Apple tend to stand by the information they do publish &ndash; they told us the Mac App Store would be 90 days, and it was 90 days.</li>
<li>&ldquo;Apple's secrecy cripples their ability to have a positive relationship with developers.&rdquo; So what? Their App Store continues to lead the space.</li>
<li>iTunes (the music store) is notoriously lacking in features for both users and creators / publishers&hellip; yet it is still head-and-shoulders above the competition (it also created a market).&nbsp;</li>
</ul>
<p>&nbsp;</p>]]></content></entry><entry><title>Level up: +1 creative output; +1 communication; unlocked “play” skill</title><category term="Dead West"/><category term="gamejam"/><category term="games"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2011/1/5/level-up-1-creative-output-1-communication-unlocked-play-ski.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2011/1/5/level-up-1-creative-output-1-communication-unlocked-play-ski.html"/><author><name>Gareth Jenkins</name></author><published>2011-01-05T12:05:59Z</published><updated>2011-01-05T12:05:59Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>I&rsquo;d thought about writing a resolutions post for this <a href="http://idevblogaday.com/">#idevblogaday</a> a few times, but each time hesitated as I had thought it was something of a get out. However, after having thought through what that might mean for 36peas, I realized that&rsquo;d it actually be very useful &ndash; at least for us.</p>
<p>So, here it is &ndash; 2011 resolutions for 36peas:</p>
<ol>
<li>Create</li>
<li>Communicate</li>
<li>Play</li>
</ol>
<h3>1. Create</h3>
<p>We&rsquo;ll be doing a lot more of this in 2011. Last year was something of an odd one, we started with a few months of dedicated development time, but without a fully developed and resilient business plan and underlying guarantee of resources for something that&rsquo;s a relatively high-risk, unpredictable business. We now have a&nbsp;commercially&nbsp;viable plan and the&nbsp;surety&nbsp;we need to just get on with it.</p>
<p>I&rsquo;m deliberately avoiding specifically stating how much we plan to create (all credit to <a href="http://twitter.com/#!/noel_llopis">Noel</a> though for <a href="http://gamesfromwithin.com/2010-living-the-dream">doing so</a>) &ndash; I&rsquo;m just stating that we&rsquo;ll be doing a lot more creating. Having said that, I can&rsquo;t see much stopping us from publishing the two iPad games we&rsquo;re currently working on: <a href="http://www.36peas.com/blog/tag/dead-west">Dead West</a> and our as-yet-to-be-titled <a href="http://gamejam.360idev.com/">360idevgj</a> <a href="http://www.36peas.com/blog/2010/11/10/a-360idev-game-jam-post-mortem-some-useful-things-we-learnt.html">project</a> (which we&rsquo;ve only actually spent about 6 hours on since the game jam itself).</p>
<h3>2. Communicate</h3>
<p>Our greatest achievement in 2010 was actually getting involved and communicating with others via <a href="http://twitter.com/#!/36peas">twitter</a>, various events (including <a href="http://www.360idev.com/">360idev</a>) and obviously this blog.</p>
<p>There are specific ways we plan to apply what we've leant in 2011 &ndash; both internally and externally. But most can be boiled down to sharing what we do and sharing in what others are doing. We never could have expected a growth in monthly unique visitors to this blog from &lt;100 to over 3,000. In retrospect this is obvious &ndash; we shared what we cared about and found ways (obviously including <a href="http://idevblogaday.com/">#idevblogaday</a>) to get that information to others who care about it too.</p>
<h3>3. Play</h3>
<p>This is as much a personal one as it is a team one &ndash; but I&rsquo;m sure the rest of team won&rsquo;t complain. We need to do more playing. I&rsquo;ve done more in the last couple of weeks (<a href="http://www.rockband.com/games/rb3">Rock Band 3</a>&rsquo;s pro keys &amp; drums, <a href="http://itunes.apple.com/us/app/dungeon-hunter-2/id385159082?mt=8">Dungeon Hunter 2 on the iPad</a> and some <a href="http://www.youtube.com/watch?v=IIH3Rf_grhc">excellent</a> <a href="http://www.quadrilla.com/article.php?sid=47">marble kit</a> &ndash; thx <a href="http://www.flickr.com/photos/lisajamphlett">Lisa</a> for the latter) than I have in the last 8 months. This has reminded me of exactly how directly important it is.</p>
<p>I&rsquo;ve done more thinking about how to balance <a href="http://www.36peas.com/blog/tag/dead-west">Dead West</a> as a result of playing Dungeon Hunter 2 end-to-end than I have from any other gaming experience since playing through&nbsp;<a href="http://en.wikipedia.org/wiki/Dragon_Age:_Origins">Dragon Age: Origins</a> nearly 12 months ago. It&rsquo;s not that I haven&rsquo;t played games either&hellip; it&rsquo;s that I haven&rsquo;t fully immersed myself in a game since Dragon Age. In that 11-month gap I hadn&rsquo;t exposed myself to the full extent of the experience laid out by a game designer: and as such hadn&rsquo;t had the opportunity to reflect on that analytically and apply it myself to our own games.</p>
<p>This realization is actually pretty timely &ndash; Dead West&rsquo;s at the point that it needs some pretty consequential decisions making about the overall game balance (I was actually planning on writing about that this week for <a href="http://idevblogaday.com/">#idevblogaday</a> but wasn&rsquo;t getting anywhere fruitful). Dungeon Hunter 2 &ndash; whilst quite a different game &ndash; shares some of the same balance issues and though I did very much enjoy playing it, it couldn&rsquo;t have given me better examples of how to (mis)manage some of end-game situations and problems I was trying to evaluate for Dead West.</p>
<p>Play as an input to game design is something I talk about a lot &ndash; I think I&rsquo;d just forgotten how useful it can be in facilitating immediate design decisions.</p>
<p>Of the three resolutions above, &ldquo;play&rdquo; was probably the most lacking last year ("create" was similarly lacking &ndash; but for good reason) &ndash; whilst it&rsquo;s ostensibly an easy one to change, I suspect it&rsquo;s this that I&rsquo;ll have to put the most effort in to. Looking forward to reporting back the results of all three resolutions throughout the year.</p>]]></content></entry><entry><title>Thank you EA: concentrating on what you want to play isn’t enough as an indie developer</title><category term="business"/><category term="design"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2010/12/30/thank-you-ea-concentrating-on-what-you-want-to-play-isnt-eno.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2010/12/30/thank-you-ea-concentrating-on-what-you-want-to-play-isnt-eno.html"/><author><name>Gareth Jenkins</name></author><published>2010-12-30T00:58:17Z</published><updated>2010-12-30T00:58:17Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Between <a href="http://www.36peas.com/blog/2010/12/23/an-icy-move-ios-game-ideas-from-a-day-of-hauling-boxes-in-th.html">moving house</a>, Christmas and a bunch of other activities, I did get a little time play some games&hellip; some EA games to be precise.</p>
<p>One particular game is relevant to this post: <a href="http://itunes.apple.com/us/app/reckless-racing-hd/id386237505?mt=8">Reckless Racing</a>.</p>
<p>A couple of times in 2010 we spent some development time on a top-down, drift physics racer. Originally titled Retro Racer, then later some part of our Unga Bunga project and most recently Dwarf Dash.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/thankyouea-rr.jpg?__SQUARESPACE_CACHEVERSION=1293671294697" alt="" /></span></span></p>
<p>The time we spent on each form of the project was useful &ndash; in its first instance it was a case of getting a prototype working, with physics written from scratch. It took about 3 days and was fun and effective-for-a-prototype playable.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/thankyouea-ub.jpg?__SQUARESPACE_CACHEVERSION=1293671317665" alt="" /></span></span></p>
<p>In its second form, we did little (no) work on the game code itself, but a lot on the design and concept &ndash; this ended up forming the grounding of a completely unrelated god/sim game: Unga Bunga.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/thankyouea-dd.jpg?__SQUARESPACE_CACHEVERSION=1293671353927" alt="" /></span></span></p>
<p>In its third, most recent and final form (as final as it&rsquo;ll get) it was titled <a href="http://www.36peas.com/dwarf-dash/">Dwarf Dash</a> (which we started as part of the Ludum Dare Challenge). This involved a re-think of the concept, related art and general game design issues, as well as a re-implementation of the original prototype in our <a href="http://www.36peas.com/blog/2010/11/24/an-introduction-to-our-component-architecture-what-we-starte.html">new component architecture</a>. What we learnt here from a technical point of view was invaluable and fed directly into how we used that architecture in the <a href="http://www.36peas.com/blog/tag/dead-west">two</a> <a href="http://www.36peas.com/blog/2010/11/10/a-360idev-game-jam-post-mortem-some-useful-things-we-learnt.html">titles</a> we now have in active development.</p>
<h3>Where does EA come in?</h3>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/thankyouea-reckless.jpg?__SQUARESPACE_CACHEVERSION=1293671837150" alt="" /></span></span></p>
<p>As it turns out (and we could&rsquo;ve figured this out in advance, but didn&rsquo;t) there&rsquo;s not a huge amount of original design, iterative design change or innovative implementation involved in something that is quite squarely another crack at a well established genre and game type.</p>
<p>We were doing this because I very much enjoy top-down drift physics racers. And this is where there&rsquo;s an important (and not often explored) message:</p>
<p style="padding-left: 30px;"><strong>Creating games that you (the indie dev) want to play isn&rsquo;t enough.</strong></p>
<p style="padding-left: 30px;">As indie developers with no external constraints, we should be be mindful of the required development and design implementation: we should be working on things that are interesting and exciting to develop as well as play. This is how we bring real value.</p>
<p>Producing video games is a vast and varied undertaking. I&rsquo;m insisting that we select titles based on their innovative design value, as well as their desirability as a game player. Let&rsquo;s leave the implementation of well-trodden game types to EA (and those like them) and enjoy the fruits of their constraints. Reckless Racing, aside from minor criticisms of the AI and a few other bits, is a pretty damn good implementation of a top-down drift physics racer for iOS.</p>
<h3>To conclude</h3>
<p>Thank you EA for sating my need to drift rigid bodies around finely-tuned curves. And thank you EA for getting me to this point and letting me get on with innovating and creating.</p>]]></content></entry><entry><title>An icy move – iOS game ideas from a day of hauling boxes in the snow</title><category term="design"/><category term="ggame mechanics"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2010/12/23/an-icy-move-ios-game-ideas-from-a-day-of-hauling-boxes-in-th.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2010/12/23/an-icy-move-ios-game-ideas-from-a-day-of-hauling-boxes-in-th.html"/><author><name>Gareth Jenkins</name></author><published>2010-12-23T01:08:15Z</published><updated>2010-12-23T01:08:15Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Something of a shorter post than normal this week for <a href="http://http://idevblogaday.com/">#idevblogaday</a>: we&rsquo;ve been moving house. Much gratitude to those in the 36peas team who happen to reside in the same country as both our old and new house, and have spent the last 14 hours hauling boxes and furniture back and forth in the snow and ice.</p>
<p>The day&rsquo;s events prompted a number a thoughts for game development ideas, most of which are quite well suited to iOS. Instead of staying up several hours longer than I&rsquo;d like and writing up one of the general game design posts we&rsquo;ve been working on, or finishing the 2010 gaming retrospective we&rsquo;ll likely post next week, I thought I&rsquo;d spend a smaller amount of time expanding on the ideas below.</p>
<h3>Balance: removing the normal visual cues</h3>
<p>Park a truck on slope sideways, with an exit on to a level path. Then get inside said truck and bend to pick something up &ndash; all of a sudden you realize that a lot of what you rely for balance and stability has gone and it&rsquo;s actually quite disconcerting.</p>
<p>Taking this idea, it&rsquo;s pretty easy to extend it to an accelerometer-based game that involved some abstracted form of &ldquo;balance&rdquo; in the game world. Progress the game by making the player dependent upon visual cues and then &ndash; bit by bit &ndash; removing them.</p>
<h3>Logistics: right resource, right place</h3>
<p>Take 4 people, 4 vehicles, 2 primary locations and several secondary locations and then try getting things in the right place at the right time. When the respective skills and properties of those people, vehicles and locations are varied (and in some cases absolute) things get mighty tricky.</p>
<p>This is an idea needing a context / world design &ndash; but anyone who&rsquo;s ever considered game design has plenty of those. Apply one to the other for puzzling or real-time management fun.</p>
<h3>Environment cycle: the massive effects of night and day</h3>
<p>Doing things in the dark has its problems, doing them in the dark when the temperature drops another ten degrees below zero between day and night is another thing entirely. The knock-on consequences of several cycles are interesting too &ndash; a snowy hill is drivable one day, but unusable the next because it that snow was compacted and is now sheet ice.</p>
<h3>Degrading performance: hampering expected ability causes frequent re-planning</h3>
<p>Locomotive movement, respiratory function and agility are generally predictable for any human being. But when the environment they&rsquo;re operating in affects those things significantly they&rsquo;re forced to frequently re-assess their ability and re-plan their actions.</p>
<p>The obvious game mechanic here is in gradually degrading the abilities of the player, forcing them to perform faultlessly or otherwise find alternative methods.</p>
<h3>Displacement and misplacement: confusion and exploration</h3>
<p>When you&rsquo;re familiar with how your objects are connected to your environment (physically and functionally) it becomes very difficult to answer normally-trivial internal queries (where is this, what do I need to do that).</p>
<p>This is likely best applied as a specific element of a wider game &ndash; one in which the player becomes familiar with their tools and their abstracted connection to the game world. Changing that environment around them (i.e. not giving them a new environment, but one that provides the same function in a one-home-for-another like way) presents them with challenges they wouldn&rsquo;t have expected and likely aren&rsquo;t well prepared for.</p>
<h3>Space is premium: confinement drives perfection</h3>
<p>The main criteria for selecting our new home were all about space &ndash; specifically the size and space within each room. Already (and we&rsquo;ve not fully lived here yet) we can see the massive (beneficial) change there is in doing very simple things &ndash; like moving in and out of rooms.</p>
<p>Have a player perfect something, then make them do it again with less &ldquo;space&rdquo; &ndash; two examples spring to mind here: PacMan and the usefulness of many entry/exit tunnels and what happens if you take them away, and; <a href="http://itunes.apple.com/us/app/osmos-for-ipad/id379323382?mt=8">Osmos</a>&nbsp;and the affects of a more confined (or densely packed) play area.</p>]]></content></entry><entry><title>Game difficulty dictionary, part 2: real-world skill development (featuring Dance Central and Fighters Uncaged)</title><category term="ai"/><category term="design"/><category term="difficulty"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2010/12/16/game-difficulty-dictionary-part-2-real-world-skill-developme.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2010/12/16/game-difficulty-dictionary-part-2-real-world-skill-developme.html"/><author><name>Gareth Jenkins</name></author><published>2010-12-16T02:09:04Z</published><updated>2010-12-16T02:09:04Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Following on from <a href="http://www.36peas.com/blog/2010/12/8/game-difficulty-dictionary-part-1-opponent-tactics-case-stud.html">last week&rsquo;s post on using differing opponent tactics</a> to provide a more or less difficult experience for the player, this week we&rsquo;ll be looking at something ostensibly more straight forward: making games harder by forcing the player to improve their real-world skills.</p>
<p>This also seemed to be an opportune time to explore the <a href="http://en.wikipedia.org/wiki/Kinect">Kinect</a> &ndash; our resident artist (in both the game art and martial sense) tried his hand (and foot, as it were) at both <a href="http://en.wikipedia.org/wiki/Dance_Central">Dance Central</a> and <a href="http://www.joystiq.com/2010/11/04/fighters-uncaged-review/">Fighters Uncaged</a>.</p>
<h3>Getting it wrong: Fighters Uncaged</h3>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/fighters uncaged 1.jpg?__SQUARESPACE_CACHEVERSION=1292466386129" alt="" /></span></span></p>
<p><em>Resident martial artist, Goose:</em></p>
<blockquote>
<p>Fighters Uncaged has no set difficulty level; as the game progresses the characters you fight are supposed to be more difficult to defeat.</p>
<p>The interesting thing here though is that by the time you reach the latter stage opponents you have had ample chance (in some cases more than enough) to get your head around a method that works for you. So long as you stick to your method you won't go far wrong.</p>
<p>A prime example of this is when you are trying to graduate up to the next league. The hardest part isn't winning fights (that&rsquo;s incredibly simple to do) it's trying to win within an imposed time limit with as much life left as possible so you can collect points. Points are what you need to advance up a level.</p>
<p>The main problem with this system is that you will end up fighting the same people over and over again to try and shave bits off your time. This gets very old very quickly.</p>
<p>Early on I discovered that simply dodging any blow and then following it up with an elbow to the same side that the blow came from was incredibly effective. After figuring this out and graduating up a level, I went straight for the toughest fighter in the class and wiped the floor with him with very little effort.</p>
<p>There is an almost complete disconnect between real world skill and your ability to perform well in the game. Personally, this was a massive let down especially as Dance Central heighted that this isn't due to the technology not being able to keep up with the finer points of the player's movements. Having studied several martial arts throughout my childhood and adult life, I&rsquo;d made the presumption that I may have the edge over less &ldquo;skilled&rdquo; players.</p>
<p>As it turned out, I found I was constantly having to hold back and understate my movements: if I neglected to do so then my character had a tendency to behave unpredictably &ndash; lunging forward into a high kick I&rsquo;d made a simple right hook. The point was rubbed in further still when my girlfriend and her sister (with no fighting experience whatsoever) experienced no difficulty at all in "wind-milling&rdquo; through opponents.</p>
</blockquote>
<p>Success in Fighters Uncaged seems to come primarily from figuring out the weaknesses in the game: presumably, the neat trick of an elbow to the side doesn&rsquo;t work quite so reliably in a real-world scenario. As the came gets harder, you are more reliant on your understanding of the user interface of the game, not of what the game&rsquo;s telling you should be good at: fighting.</p>
<h3>Getting it right: Dance Central</h3>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/dance central 2.jpg?__SQUARESPACE_CACHEVERSION=1292466447871" alt="" /></span></span></p>
<p><em>Resident martial artist (and soon-to-be dancer), Goose:</em></p>
<blockquote>
<p>Difficulty in Dance Central can be set manually, from a choice of easy, medium, hard and expert. Players are rated based on their performance in each song.</p>
<p>Increasing the difficulty increases the expectation put upon the player by requiring more moves per sequence. It also requires the player to execute moves more accurately.</p>
<p>Because each level of difficulty builds upon the last, the player is rewarded for their performance at one level by equipping them with the framework for the next. Presumably this isn&rsquo;t dissimilar from how one might learn to dance in the real world.</p>
<p>It&rsquo;s clear that the player&rsquo;s ability to dance drastically improves their chances of success in this game. I also believe that with sufficient (game) play and practice, the player will become a better dancer.</p>
<p>The accuracy of the Kinect&rsquo;s sensors shines in Dance Central &ndash; there&rsquo;s no frustration over incorrectly tracked movements and there&rsquo;s plenty of feedback &ndash; if one of your legs is trailing or your arm isn't hitting the right area the on-screen representation of it is highlighted.</p>
</blockquote>
<p>For those familiar with Guitar Hero and Rock Band, the way increased difficulty is manifested in Dance Central is pretty familiar. Only difference here is that there&rsquo;s a couple of layers of abstraction removed: the Kinect is using the player&rsquo;s dance movements as an interface to, well, dance movements. It&rsquo;s effectively assessing real-world skills, whereas Guitar Hero and Rock Band assess game-world skills using real word inputs, and to some extent, outputs (more on Rock Band 3&rsquo;s Pro mode in a future post &ndash; that&rsquo;s a whole different ball game).</p>
<p>The unsatisfying experience of Fighters Uncaged is now apparent &ndash; it can&rsquo;t possibly be assessing the player&rsquo;s ability to fight because they&rsquo;re not fighting &ndash; they&rsquo;re stood in the middle of a room throwing shapes at a television screen whilst the game itself simulates fighting. In Dance Central, this doesn&rsquo;t matter; there&rsquo;s very little difference between watching (and emulating) other dancers on screen and &nbsp;watching (and also emulating) other dancers in a real-world, sticky-floors-and-everything, club.</p>
<p>It's entirely possible to rely on real-world skill development (other than video game playing skills) to provide a progressive, adaptive or explicit&nbsp;experience&nbsp;for the player -- but if you're going to attempt do this without some level of abstraction you need to be very careful that you're assessing the right skills. This is particularly evident when the skills required are physical (we're in the very early stages of human interfaces) and when they're the primary skill required to play the game (there are plenty of examples of secondary skills drawing on real-world experience - such as the example of Modern Warfare 2 drawing on a understanding of basic military tactics in its harder difficulty modes).</p>]]></content></entry><entry><title>About Infinity Blade, about Infinity Blade, about Infinity Blade</title><category term="design"/><category term="games"/><category term="infinity blade"/><id>http://www.36peas.com/blog/2010/12/11/about-infinity-blade-about-infinity-blade-about-infinity-bla.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2010/12/11/about-infinity-blade-about-infinity-blade-about-infinity-bla.html"/><author><name>Gareth Jenkins</name></author><published>2010-12-11T14:30:42Z</published><updated>2010-12-11T14:30:42Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/infinityblade/ib-intro.jpg?__SQUARESPACE_CACHEVERSION=1292079439425" alt="" /></span></span></p>
<p>I've resisted doing this for other games, but now fully into the swing of things with <a href="http://idevblogaday.com/">#idevblogaday</a> I've decided to ignore all previous concerns and just get on with... critique and anaylsis of other people's games.</p>
<p>Any experienced game developer will tell you that the best form of testing ideas is by looking at the work of others. With a bit of patience and a lot of 20-achievement-point plays, it gets pretty easy to learn from a game in an hour what the development team spent years on. Okay, they probably learnt at little more - but in terms of testing design ideas you're actually better placed seeing it with fresh eyes (just like the fresh eyes of your audience: the player).</p>
<p>So, without further adue, here are some thoughts on very recently released <a href="http://itunes.apple.com/us/app/infinity-blade/id387428400?mt=8">Infinity Blade</a> from <a href="http://www.chairentertainmentgroup.com/">Chair Entertainment</a>.</p>
<p>I'm not going to bother explaining how the game works - it's pretty simple. If you've not read them already check out <a href="http://www.spyeart.com/misc/ShawnMcGrath_GamperCamp_Notes.txt">Shawn McGrath's notes on reward and fun and demaning better design</a>. Actually... if you've not played it yet do that first and then then read them. I don't want to give anything away. Oh, hang on - best not read part 3 of this either. Or part 2.</p>
<p>Giving my own game away, you've probably guessed that this is in parts - they go something like this:</p>
<ol>
<li>My thoughts from late in the evening after reading one of the early review (before having played it)</li>
<li>The initial thoughts/reaction of our resident art <a href="http://twitter.com/#!/goosemouse">Goose</a> (an eager sword swinger)
<div id="_mcePaste"></div>
</li>
<li>Some analysis and specific design thoughts I wrote as I was playing through the game</li>
</ol>
<h3>Part 1: Late-night ramblings before playing</h3>
<blockquote>
<p>...I love the fact that they appear to have thought about how to bring a levelling experience to devices that are _not_ console/PC. The whole 30-minute rinse repeat (with levelling) thing, regardless of whether it's been implemented well, is absolutely on the right track...</p>
<p>...I'm&nbsp;intrigued&nbsp;about how it plays out on both iPhone and iPad given the swipe-sensitive nature of the game -- something that's quite different on each form factor...</p>
<p>...Also: cut scenes with interactivity. Winner. Don't care if it works, it's just showing that they actually -- you know -- fucking thought about it. "It" being watching another bloody cut scene on a i_____ screams "I know how to make CONSOLE games"...</p>
<p>...All of this done with the Unreal engine... the Unreal engine that powers so many "me too" titles elsewhere. There's the flip side of that too: it makes things look good when you actually try...</p>
<p>...I suspect/hope that this, though, will be remembered not for its aesthetics (which will be surpassed soon enough) but for the fact that they brought a graphical iteration as well as device-specific thinking and inspired game design...</p>
</blockquote>
<h3>Part 2: Initial thoughts / reaction</h3>
<p>From <a href="http://twitter.com/#!/goosemouse">Goose</a>:</p>
<blockquote>
<p>At first was bowled over at the way it looked but then figured, "you know what? It's not actually that impressive, kind of reminds me of the PS2's Devil May Cry." I'd have probably still been impressed as I haven't yet seen much that looks anywhere like that good on the iPad -- before, that was, I checked out Rage HD recently. Playing Rage changed my view on what is doable.</p>
<p>At first the gameplay made me grin. However, after having to do it again for the umpteenth time i started to get a bit bored -- and massively dissapointed. I thought there would be a large amount of exploration involved but, nothing. Would have been really blown away if there was an ability to explore the awesome looking castles.</p>
<p>The whole thing feels like a demo for an upcoming - and less than great - title. If its going to be a show-case piece then it nees to be more polished. Which reminds me, this would work better with actual buttons to press - or at least touch controls that responded a bit more like buttons. I quickly got fucked off at how many times i took a swing and nothing happened or the dodge button didn't work and i ended up getting twatted as i stood there like a fucking goon.&nbsp;</p>
<p>On difficulty... what the fuck? No real learning curve, if anything it's fucking backwards! One minute everyone is a push over and as slow as a retarded sloth, the next they all have mad ninja skills and fuck you up in a heart beat.</p>
<p>The overall feel (aside from it feeling like a demo) is standard beat em' up, &nbsp;only replacing the ill-placed narrative with, er, some walking. All it's missing is a over-egged vs screen with slide-in introductions surrounded by flames.</p>
<p>Over all it's a shame: I really like the look of all the environment and the equipment and the fighting can be fun at times. Unfortunately though, the only thing that makes me want to play again is my desire to knock that smarmy bastard off his throne and hopefully open up something new in the game.</p>
</blockquote>
<h3>Part 3: Analysis / design thoughts</h3>
<p>So after us both having played it all the way through (well, in so much as you can do that - to the point of actually killing the God King anyhow) we noted some thoughts on the game's design and implementation.</p>
<p>Useful or just a curiosity, this is the kind of stuff we use to evaulate our own game design decisions.</p>
<ul>
<li>The eagerly-anticipated "interactive" cut scenes feel more like a severly crippled adventure/looting experience -- not enhanced cut scenes.</li>
<li>The fast-forward feature during cut-scenes and in-battle interludes is brilliant: it get's around the "i don't to press skip because I might miss somehintg" issue, as well as providing the player with a functional and consistent way of skipping through the juicy bits.</li>
<li>The button/touch responses are infuriating - so much so that I went for a sheild-heavy build so I didn't have to press the dodge buttons too much.</li>
<li>There's no clear indication of what you should be doing and when -- the earliest battles with the God King are so repetitive that you wonder whether you should just let him finish you quickly and wait for a "different" experience to make an actual attempt. It turns out that this is the wrong way about doing it - at some point (generally at the end of Bloodline 5 or 6) you should able to actually beat him. In fact, it turns out you shouldn't expect anything other than an exact repetition of what came before: whether he kills you, you accept default at his prompt or you kill him, it'll be just the same the next time around.</li>
<li>It's pretty obvious and not particularly worthy of specific comment, but this game is entirely based around artificially rewarding the player. Nothing you receive in reward (xp, cash, loot, levels) changes anything about the game - there's no new content (arguably the additional weapons and armour provide a small reward in the form of new textures) and nothing changes the game mechnic and features (established early on in the first Bloodline).</li>
<li>The in-menu music is very clever -- dum, dim, dem, diim -- it compells you on, constantly driving your forward for the sake of, well, driving you forwards.</li>
</ul>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/infinityblade/ib-levels.jpg?__SQUARESPACE_CACHEVERSION=1292079530264" alt="" /></span></span></p>
<ul>
<li>The affect of enemy levels is just a mess. As there is no "levelling in this game is unlike every other" message or even suggestion of such, you expect something akin to the genre-defined normals unless told otherwise. To illustrate, some specific notes taken as playing through:      
<ul>
<li>Should i really be able to take on a lvl24 assasin (at level 10) and win?</li>
<li>I took out the God King at level 17. He was level 50.</li>
<li>Really what do the levels do... On bloodline 5 I'm encountering a lvl25 Hedge Knight who can't land a hit on me (I was lvl14 at the time) - i can just shield block, block, block break and then take a swing. This was repeated later for level 30-40 enemies (I only ever got to level 22), and the level 50 Death Knight (who provdies no defence whatsoever to the God King himself).</li>
</ul>
</li>
</ul>
<p>&nbsp;<span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/infinityblade/ib-cantsee.jpg?__SQUARESPACE_CACHEVERSION=1292079663900" alt="" /></span></span></p>
<ul>
<li>The pacing and visibility of the battles themselves is too quick and unclear - it's far easier to rely on what it tells you than shows you - i.e. the "block break" thing is the cue to start swinging one's sword.</li>
</ul>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/infinityblade/ib-blockbreak.png?__SQUARESPACE_CACHEVERSION=1292079776062" alt="" /></span></span></p>
<ul>
<li>Unclear on what options are when you loose a battle -- save and return to start of castle? Does this mean you save your status and go back to castle start or that you save a game or what?</li>
<li>Seemingly no facility to have more than one campaign -- in a game that does, theoretically, at least, support multiple effective character builds this is just plain irritating. No one else can play it on my iPad, and i can't play it how I'd like. I can live with not being able to share it with others - but I'd really like to do a shield and magic build alongside my shield/attack build.</li>
<li>Seems on bloodlines 3 and up it's always possible to get the God King down to approximately 60% health without really taking too much damage yourself -- at this point though he'll inevitably break your shield and knock your sword aside. Until you can do some real damage (at Bloodline 5 and up) it doesn't feel like you're getting any more able to defeat him. And then when you do it all happens in one go.</li>
</ul>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/infinityblade/ib-textures.jpg?__SQUARESPACE_CACHEVERSION=1292079796537" alt="" /></span></span></p>
<ul>
<li>There's nothing stand out about the graphics (although a good demo for the platform). The visual design is impressive - and a relatively small amount of world space is used to good effect in both battles and battle-to-battle movements (camera angles being the key to this). Unfortunately there are some very specific issues that make things look very poor - best example being the sight of a sword piercing armour in a finishing move -- i say the sight of a sword piercing armour because I'm sure that was what was actually meant -- unfortunately it looks more like a geometry mismatch with the sword texture cleaning intersecting the armour texture. I realise Apple may have kicked back on blood effects but there are lots of other ways to get around this.</li>
<li>Some battles forgo the pre-battle info screen - I.e. you get a route circle/button, but tapping it moves you to a position and then starts the battle immediately. This wouldn't be so much of an issue (I never needed to re-spec equipment before an encounter based on opponent info) if it weren't for the fact that you expect that pre-battle pause and as such aren't primed and ready with your sheild finger or dodge.</li>
<li>The dodge buttons just don't work properly. As a result of this, you inevitably end up with a shield technique that gets dull fast.</li>
<li>Opponents get easier as they increase in level - a lvl 31 assassin (encountered at lvl15) was a lot easier to deal with than a lvl23 assassin on a level previous -- specifically in that it became quicker, but far more predictable and less risky. When doing block, block, block break instead of having to estimate when it starts swinging again, it now blocks your attacks after it recovers from the initial stun of the block break -- so the pattern becomes block, block, block break, attack, attack, get blocked, ready shield to repeat. Previously you were left exposed as you're attacking as it'd just swing straight at you while you were attacking -- because the pace of the mechanics of the thing are so quick, it's not possible to dodge or shield these attacks (unless you only land a couple of blows and then deliberatley stop attacking).</li>
<li>Very rarely do you have break from this pattern - some enemies attack with their sheild and you have to dodge it and some land very heavy blows and deplete your sheild quickly (depending on your spec, possibly before the end of the battle).</li>
</ul>
<p>The endless repetition is actually a good idea - I don't mind it at all. It's all the other stuff that gets in the way. The rinse, repeat&nbsp;structure&nbsp;of the game is novel and provdes greater valuable mileage out of limit assets / development time. It could do with being just a bit more interesting though. Groundhog Day gets is a somewhat more refined version of formula, and that doesn't even have swords in it.</p>
<p>This sounds like a lot of criticism, but it obviously got something right - as I've been compelled to write about it.</p>]]></content></entry><entry><title>Game difficulty dictionary, part 1: opponent tactics (case studies from Strategery and Modern Warfare 2)</title><category term="ai"/><category term="design"/><category term="idevblogaday"/><id>http://www.36peas.com/blog/2010/12/8/game-difficulty-dictionary-part-1-opponent-tactics-case-stud.html</id><link rel="alternate" type="text/html" href="http://www.36peas.com/blog/2010/12/8/game-difficulty-dictionary-part-1-opponent-tactics-case-stud.html"/><author><name>Gareth Jenkins</name></author><published>2010-12-08T23:37:10Z</published><updated>2010-12-08T23:37:10Z</updated><content type="html" xml:lang="en-GB"><![CDATA[<p>Game difficulty: not an easy one to pin down. In this, the first of a series of posts on the subject, we're going to look at one method of providing a more "difficult" experience for those players who want one: opponent tactics.</p>
<p>We've explored this by example - mainly because it's more fun to read that way, but also because it's useful for those not familiar with the genres used or for those who haven't tried the different difficulty settings available.</p>
<p>I'm sure most have you have played <a href="http://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2">MW2</a> (note that other Call of Duty titles aren't necessarily appicable - we'll perhaps write about the apparent lack of considered difficulty settings in <a href="http://en.wikipedia.org/wiki/Call_of_Duty:_Black_Ops">Black Ops</a> at another point). The other example, <a href="http://itunes.apple.com/us/app/strategery/id298908505?mt=8">Strategery</a>, is available as a universal app for iPhone/iPod and iPad. For the purpose of the example, it makes no difference which device you're looking at.</p>
<p>The key thing to note here is that on the easier settings, the opponent AI in both games plays without tactics - they are equipped with basic responses and impulses, but no real tactical knowledge. On harder settings the opponent player/AI is equipped with tactical knowledge which it employs it to reach its objectives.</p>
<p>Through the provision of different difficulty settings these games manage to provide two&nbsp;distinctly&nbsp;different experiences: a visceral experience that provides no challenge, and; an intellectual&nbsp;challenge&nbsp;that requires the player to apply and develop skills (with the visceral elements rewarding and encouraging them along the way).</p>
<h3>Case Study: Strategery</h3>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/strategery-easy.png?__SQUARESPACE_CACHEVERSION=1291852114207" alt="" /></span></span></p>
<p><em>(above: key points in a vs AI game on "Easy" difficulty setting - human player is blue)</em></p>
<p>Strategery is a domination-style game in which several players (in this case one human player and the others all AI players) take turns to make advances across the board, with the winning objective being to conquer all of the available regions. There are some subtle nuances to how play progresses - namely that with the standard rule set new playing pieces are first divided between your border regions and then your other (less vulnerable) regions. Each player is rewarded with new pieces at the end of their turn&nbsp;equivalent&nbsp;to the number of regions in the largest&nbsp;contiguous&nbsp;area they occupy.</p>
<p>On the Easy difficulty setting, the AI players:</p>
<ul>
<li>focus on expansion;</li>
<li>attack "soft" targets (those with fewer pieces);</li>
<li>end up hugging the edges of the playing area as it looks to expand in every direction, and, most importantly;</li>
<li>are oblivious to other players' movements.</li>
</ul>
<p>Note: there also seems to be an element of "cheating" in the random (dice roll) element of play on Easy - whilst rolls in even scenarios on Brutal seemed to be 50/50, on the Easy setting they seemed to average 70/30 in favour of the player.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/strategery-brutal.png?__SQUARESPACE_CACHEVERSION=1291852139094" alt="" /></span></span></p>
<p><em>(above: key points in a vs AI game on "Brutal" difficulty setting<em>&nbsp;- human player is blue</em>)</em></p>
<p>On the Brutal difficulty setting, the AI players:</p>
<ul>
<li>concentrate on constricting other players;</li>
<li>will attempt to "cut through" large areas occupied by their opponents, and;</li>
<li>try to minimise the number of "border" regions they have in play (in order to concentrate newly awarded playing pieces to those borders).</li>
</ul>
<p>It doesn't take long playing the game to realise that the Brutal AI plays very much like a mindful human player who is adopting <a href="http://en.wikipedia.org/wiki/Blitzkrieg">Blitzkrieg</a>-like tactics.</p>
<h3>Case Study: Call of Duty: Modern Warfare 2</h3>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/mw2banner.jpg?__SQUARESPACE_CACHEVERSION=1291852183947" alt="" /></span></span></p>
<p>On the Recruit (easy) setting, Modern Warfare 2 is straight forward to play - it's pretty difficult to get yourself killed. The experience is very much like watching a gripping action film in the same genre, the player is taken along for, and "shown", the ride.&nbsp;</p>
<p>The Regular diffculty setting only changes the experience by adding a few more opponent forces and by making them a little more able to aim accurately. If it were not for the back drop you'd be forgiven for feeling like Master Chief wading through hordes of the Covenant.</p>
<p>In these two easiest modes the player is pretty much denied the opportunity to think tactically and it's difficult to become immersed in the full mise en sc&egrave;ne of the respective levels' design.</p>
<p>When first jumping in to the harder difficulty settings (Hardened and Veteran) it can, at first, seem a little frustrating: there is a noticeable change in how hard it is to accomplish objectives. The game doesn't get harder simply because the opponent's bullets do more damage or because their aim is so much better, it gets harder because the enemy forces are actually employing a tactical method in trying to kill you. Amongst other things, they'll plan ways to get around your "wall of fire" and they'll keep their heads down to avoid getting shot wherever possible.</p>
<p>This is where things get interesting: you quickly abandon your run-and-gun approach and end up having to completely immerse yourself in the environment in order to develop your own tactics. Instead of following a linear path from one check point to the next, the player has to evaluate each immediate objective. By thinking laterally and adopting a more military (realistic) mindset each stage is completed with relative ease. By flitting from cover to cover and only taking shots that are available survival is prolonged. The changes in enemy behaviour and consequential planned tactics employed by the player enhance the sense of danger and realism.&nbsp;</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.36peas.com/storage/hornetsnestcomp.jpg?__SQUARESPACE_CACHEVERSION=1291852217428" alt="" /></span></span></p>
<p>The diagrams above illustrate the analysis below for the extremes of difficulty in the Market Square section of the "Hornet's Nest" level - set in the favellas of Rio de Janeiro.</p>
<p>If you've not seen it before, check out YouTube-hosted walkthroughs of <a href="http://www.youtube.com/watch?v=Lx6OzowkgL4">Hornet's Nest on Recruit</a> (easiest) difficulty and <a href="http://www.youtube.com/watch?v=-7ic3-Ancg4">Hornet's Nest on Veteran</a> (hardest) difficulty.</p>
<p>On the Recruit (easiest) setting:&nbsp;</p>
<ul>
<li>The player has essentially free reign on the route they want to take.</li>
<li>The player can head straight for the raised area around the central building and:    
<ul>
<li>see all the enemy forces</li>
<li>wait for the enemy to enter the map from the main spawn point (green arrow in diagram) or the building tops</li>
<li>wait for the enemy to filter through towards areas A, B &amp; C</li>
<li>pick off enemy targets as they expose themselves between those areas</li>
<li>watch (and pick off) a steady pattern of enemies moving from roof #1 to building #3 and on to #6 and #7</li>
<li>ignore building #7 once it has been cleared (it generally isn't re-occupied by the enemy)</li>
<li>do likewise for enemies moving into buildings #5 and #8</li>
</ul>
</li>
<li>The enemy player's basic tactic of holding positions and occasionally taking shots when available makes overpowering them very easy: the player can get a good view of where enemies are and can deal with them one by one by standing behind cover and surveying the map as the other non-player-controlled members of the team keep the enemy suppressed in cover.</li>
</ul>
<p>On the Veteran (hardest) setting:</p>
<ul>
<li>Enemy soldiers still spawn in the same areas, however it's rare that they move across open ground.</li>
<li>Instead of simply reaching A, B, or C, the enemy soldiers will, if possible, push on to reach area D and ultimately will attempt to take control of the central raised area.</li>
<li>The enemy soldiers that spawn on the roof of building #1 still filter through #3, #6 and #7 but if and when the occupants of building #7 are eliminated, remaining soldiers will move around in order to occupy the more&nbsp;advantageous #7 building.</li>
<li>Similarly, the troops around area C and those spawning from #2 will continuously try to occupy buildings #5 and #8.</li>
<li>Combined with the continuous&nbsp;suppression&nbsp;of the player's team members, the above enemy tactics force the player into making their own tactical&nbsp;choices.</li>
<li>The obvious route - to the central area - gets the player killed quickly. If the player heads up towards the raised part of the central building they are quickly overwhelmed: they are flanked from two sides and the enemy will actively move in on the player. As the enemy soldiers have a better aim (than on easier settings), both the player and their team mates are regularly forced into cover, allowing the enemy free (and largely invisible to the player) movement of the battlefield.</li>
<li>The player will need to choose a flank on which they wish to counter attack and attempt to clear a path up one side of the map with the aim of getting around the rear of the enemy forces (note that doing this also rewards the player with "hidden intel" - an&nbsp;artificial&nbsp;reward/achievement).</li>
<li>Once occupying a position to the rear of the enemy, the enemy soldiers fall back allowing the player's team mates to advance - pushing the enemy back yet further.</li>
</ul>]]></content></entry></feed>
