Jimmy Chattin - I make better games.

Sunday, September 29, 2013

What I Learned - 11

A lot this week, but next week covers the Indie Speed Run Game Jam's lessons!

What I Learned - 9/22 to 9/28



  1. Game design is not about the shipping of a product, but the lifetime iteration to perfect a craft.
    1. Eric Zimmerman; How I Teach Game Design: Prologue
  2. Nearly any way you describe games is useful in someway, at some-point, to the definition of what games are; design fundamentalism should be faced with skepticism.
    1. Eric Zimmerman; How I Teach Game Design: Prologue
  3. A designer should never get hung-up on the "correct" application of game-making theory when faced with a problem; just go forth and do!
    1. Eric Zimmerman; How I Teach Game Design: Prologue
  4. Be prepared; always have an updated resume that can be sent whenever.
    1. Lucian Tucker; Breaking Into The Industry: Daniel Lingen, Community Manager
  5. If managing a community, the first best-practice is "adapt to your community".
    1. Julien Wera; Online Community Management: Communication Through Gamers
  6. The triad of Marketing, Public Relations, and Community Management are the only avenues players have to the game pre-release.
    1. Julien Wera; Online Community Management: Communication Through Gamers
  7. The rules of Community Management: Know your community, communicate, be honest, and don't underestimate the community.
    1. Julien Wera; Online Community Management: Communication Through Gamers
  8. Researchers have discovered 4 cornerstones to what a group needs to be considered a community:
    1. Membership.
    2. Influence.
    3. Integration and fulfillment of needs.
    4. Shared emotional connection.
      1. Philip Driver; The Beginner's Guide to Community Engagement
  9. A set of motivations that drive players to be a community are:
    1. Anticipated Reciprocity, where players interact to get interaction back;
    2. Increased Reputation, so they can improve their standing among peers;
    3. A Sense of Efficacy, whence players believe a difference is being made by their presence.
      1. Philip Driver; The Beginner's Guide to Community Engagement
  10. All community specialists need to be player focused, game experts, able leaders, swell storytellers, educators, thick-skinned, and patient with all.
    1. Philip Driver; The Beginner's Guide to Community Engagement
  11. Jennifer Grayeh, from Forbes, lays out 4 pillars of community management: Growth, Engagement, Listening, and Improvement.
    1. Philip Driver; The Beginner's Guide to Community Engagement
  12. Riot uses five pillars in managing a world-class community:
    1. Shield players from negative behavior.
    2. Remove or reform toxic players.
    3. Create a culture of sportsmanship.
    4. Reinforce positive behaviors.
    5. Create better match chemistry.
      1. Jeffery Lin; The Science Behind Shaping Player Behavior in Online Games
  13. Seeing the color red only briefly can hinder performance in goal-oriented tasks by ~20%.
    1. Jeffery Lin; The Science Behind Shaping Player Behavior in Online Games
  14. Hearing, reading, or doing something deemed "Elderly" can reduce a person's walking speed.
    1. Jeffery Lin; The Science Behind Shaping Player Behavior in Online Games



Sunday, September 22, 2013

What I Learned - 10

There are some games to play this week; give them a try and comment on what you liked/learned about them!

What I Learned - 9/15 to 9/21


Rockstar's proprietary game engine, RAGE, stands for, "Rockstar Advanced Game Engine".
Steve and Larson; TFTW: Top Ten Things You Should Know About Grand Theft Auto

This is a fantastic of demoing a mechanic to its full potential without losing either focus or fun.
Super Hot the Game and A Super Hot, Mechanic-Driven Game

Blizzard will setback game releases because they are a company of "get it done right", not merely "get it done".
Brom; The Art of Blizzard Entertainment, pg. 9

"Practice does not make perfect; perfect practice makes perfect."
Archedgar; HoN vs LoL vs Dota: Part V, Learning Curve

A lot was learned from the presentation from Jonathan Blow, creator of Braid and The Witness.
Jonathan Blow, as recorded by myself; Jonathan Blow in Portland: Free-to-Play Games and Bad TV


I've been trying a new (and my first) mobile game; expect something on the precious, adorable, mild violence in the puzzle-game Clobbr soon!

Friday, September 20, 2013

Jonathan Blow in Portland: Free-to-Play Games and Bad TV

Let's talk about TV, namely the sub-genre, "Drama".  When compared to the shows of, let's say, the 70s (M*A*S*H, The Six Million Dollar Man, etc.), audiences have much better TV now!


There used to be a need for commercial breaks and syndication.  Commercial breaks were needed to finance the show and the station, pitching advertisement whenever possible; this raised the question for television writers of, "how do we keep people coming back after a commercial?"  Syndication was a post-production marketing attempt to sell a show to local broadcast stations; from here, when designing the world of fiction, a given universe couldn't really change much so as to not confuse the viewers.


All the constraints of old television programming made TV an engineering endeavor, not leaving much room for it to be art.  Now a days, a number of shows seem to have trumped this; Game of Thrones, Breaking Bad, and Mad Men, just to name a few.


So what is Drama?  Drama is something that happens with a lot of risk. Fake "Dramas" have no stakes or major change.

Fake "Drama" on TV was superseded when HBO cut commercials and didn't want syndication with their programs!  In turn, they broke-away from the common mold; "not subject to government and industry regulation on sexuality, profanity and violence", HBO's service could air events such as the Game of Thrones Red Wedding.


TV constraints (commercials and syndication) were invasive.  Cinema and HBO didn't have as much to deal with.  The result: different audiences existed that both expected and were subject to different cultures of quality.


Now to games, their evolution, and their constraints.  In broad terms, games stared in arcade cabinets, then moved to home consoles, and are now increasingly mobile.

Arcade machines were expensive, therefore driving arcade owners to want a player to keep putting in money every few minutes.  To fit this, games were action-challenges with high-tier difficulty.  This was mildly invasive, restricting the time or attention a designer could put into the work (commerce > art).

Consoles allowed players to stay at home and, after the initial machine and game purchase, didn't require further payments to be made to have a good time.  The notion that games had a fixed price gave development teams free rein to pursue subjects that maybe wouldn't test the player's ability 24/7, or force only bite-sized experiences to be had.  Interactive entertainment matured as a result, letting the medium engage in things impossible for the arcade model to embrace.


Today, there's mobile, helping give rise not only to games being more "mainstream" than ever, but also of various models of monetization.  Specifically, "Free-to-Play" (F2P), when combined with Facebook that attracted people to a near-universally used platform, got a lot of users playing games.  But, in retrospect, F2P's delivery of content is much like TV (not Cinema), being fairly shallow; therefore, such a casual audience can be seen more as a TV audience than an HBO crowd.


Here's an analysis of the "Free-to-Play" business model: F2P changes the core bearing of what games are towards the audience.  The job of the designer is no longer to engage meaningful or deep exchanges with the experience and the player, but it became about ensnaring the user for payment.  Here are a few examples of F2P tactics to get money from their users:


However, some designers are in denial about what F2P does.  "This is the future, all games will be this way" and "it doesn't change the nature of good design" are common arguments for F2P.  To these points, we can look to TV; it didn't make cinema go away.  But who knows?  F2P may keep a major foothold in the entertainment medium; until then, there is only waiting.

"The shape of the container determines what can be contained."  Think on that.

In an exercise to try taking non-F2P games and reorienting them into a F2P model, here are a few examples:

  1. Gone Home is an intimate game of discovery and understanding between the player and their immediate family; money could be made here if there was a world of people to understand and find things about, but the immediate connection between the player and the fictional characters would be lost.
  2. Papers, Please requires a gamer to be the sole decision maker in accepting or rejecting all sorts of characters from a fictional country; certain scanning devices could be sold to make the decisions a little easier, but then that would demean the choices that are made over the NPCs' lives.

If all of this is taken in, essentially it can be understood that F2P is the new "bad" TV!  "But I like playing Candy Crush!  I have fun" is something that may be said, but there is confusion here.  There is no concrete discernment between "good" and "bad" games.  Food doesn't have this muddied view; someone may like french fries from McDonald's, but there is no argument about whether it is good food or not.


So, here is a warning to game makers in how they act toward their audiences and who they become professionally.  Have aspiration; in the talk, The Secret of Psalm 46, "awe is the Grail of human achievement [...] awesome things don't hold anything back".  Such a definition is a high bar to meet!  Therefore, if a person plays games, think about the 'awe' feeling; what does that game look like and what kind of game is that?  For the game developer, what is the trajectory to take to make awe-inspiring experiences, and how hard must it be worked for?


In conclusion, don't settle.  If a person can recognize when they are being taken advantage of or when life is being wasted when there are better experiences readily available, games will improve.  If designers don't give in to the massive push for F2P models, such models will recede from the entertainment industry spotlight.

Thursday, September 19, 2013

A Super Hot, Mechanic-Driven Game




  • + A thorough and focused vision, where time, movement, and shooting deliver a stellar run-and-gun experience.
  • + Game progression leads the gamer on an ever increasingly challenging (and informative) trail to scale how the player can engage the game. 
  • + The player sets their own pace, as time only flows when the player moves.
  • + There is a subtle-but-deadly amount of pressure to solve situation problems since bullets move at a snail's speed (but still move) even when the player is not.
  • + Simple-but-brutally efficient visuals and level design convey the goals easily, while setting an environment ripe for tactical fights.
  • + Approach red artwork; they tend to say things.
  • - Vertical combat is lacking.
    • A Fix: Include levels designed to have either a climbing or descending sensation when playing with foes placed above and below the player.
  • - There is only one type of weapon.
    • A Fix: Use machine guns, rocket launchers, sniper rifles, assault rifles, and even bows-and-arrows to increase the game's flavor.
  • - There is only one type of enemy.
    • A Fix: While utilizing the foe's silhouette, create baddies having different accuracy, dudes with only certain weak spots, alternate behaviors, etc.
  • ? Why can't the player crouch?
  • ? When jumping, would stopping time at the pinnacle of a hop (with gravity taking-over when the jump key is pressed a second time) lead to more dynamic / epic engagements?





Wow wow wow wow wow.  One core mechanic.  Simple objectives.  Mystery to make you want for more.  Super Hot delivers an excellent demo that is (in my honest opinion) the best showing in recent times of how one mechanic drives-home an addicting experience in gameplay.  With tones similar to games like Hotline Miami, but approachable enough for all levels of gamer, we the players get a taste of something that can't be served-up again soon enough.

Give the demo a play.  Trust me; in the 15 minutes it'll take you to play the first time, it may just leave a craving for more.

Friendly heads-up: Don't Google Image search 'Super Hot'.  It's not going to win you points at work.

Monday, September 16, 2013

What I Learned - 9

Setting reminders to post these is going to be on next week's What I Learned, that's for sure!

What I Learned - 9/8 to 9/14






  1. A cover letter shouldn't be an information dump, but should tell a story.
    1. Various Influences
  2. If you are making a game today, you are only competing against other games being made at the same time.
    1. Richard Garriott; Unite 2013 - Keynote
  3. Millenials waste approximately 40 hours a month doing menial internet tasks while at work.
    1. Cheryl Conner; Who Wastes the Most Time at Work?
  4. Pronounceable names and words that are repeatable and easily said can make or break a game.
    1. Unite 2013 - Keynote
  5. A person can't rely solely on school work to get them into the game industry.
    1. Jennifer Ash;  Breaking In: Jennifer Ash 
  6. Unity now supports 2D games with first-party features!
    1. Tomas Jakubauskas and Juha Kiili;  Unite 2013 - New 2D Workflows
  7. "Many of the key fundamentals of graphic design can be directly applied to vehicle design."
    1. Danny Gardner; Blast: Spaceship Sketchers and Renderings, pg. 47

In other news, there are also an alarmingly few universities in Portland, OR that offer a Graduate degree in Computer Science.  I thought you should know.

Thursday, September 12, 2013

Drones, Violence, and Decisions: Black Ops II





--- NOTE: Call of Duty: Black Ops II was watched on a very comprehensive Youtube playthrough.  Only single-player campaign was viewed. ---

--- '+' for positive perceptions of the game; '-' for negative aspects with a suggestion to fix it; '?' for neutral questions left unanswered by the game. ---


  • + Intense action is followed by periods of calm to give the player a break.
  • + Old history and new technology blend together in various environments.
  • + Drones!  EMPs!  Active camo!  Warfare of today brought to tomorrow in epic fashion.
  • + Optional strike missions don't force the player's dynamic story to change.
  • + Lots of decision-making moments throughout the game.
  • + Different endings!  In CoD!
  • - Senseless violence permeates throughout the game, whether it is killing hundreds of soldiers, dead civilians, or up-close brutal murders. 
    • A Fix: Make the enemy NPCs smarter and more strategic (to reduce the amount of human cannon fodder required), while also keeping any close encounters tactful.
  • - Who the F- is <insert any bad-guy here>?
    • A Fix: Give documents in-game prior to a mission to show who the target is so they are recognized in-game.
  • - The NPCs acting 'cool' when still in a hot zone breaks the connection between the player and the game character.
    • A Fix: Keep the characters as on-edge as the player would be after having gone through an intense situation.
  • - A lack-luster driving section in a game with great piloting sequences elsewhere is a major let-down, no matter how quickly it is over.
    • A Fix: Don't cut the driving mechanic's budget, or remove the feature from release!
  • - Violence against women (dance club hold-up; prolonged death of an important character) is prolonged and very high-tier when compared to male character deaths.
    • A Fix: This is a can-o-worms.  Just know that there are better ways to empower and remove women from subjugate roles in games.
  • - NPCs don't scream when their knees are blown-out with a shotgun; this is completely unrealistic, no matter how 'tough' a person is.
    • A Fix: Blood-curdling screams all the time! 
  • - There isn't a reason why either that the president is in danger or why the president is being taken further into a dangerous city.
    • A Fix: Evac the VIP out of a city instead of moving her into it.
  • ? Why is there no mention by anyone of so many dead civilians?




I must be getting old; Black Ops II had too much violence for my taste.  Don't get me wrong; the game has a rock-solid system, but after hours of mowing-down hordes of baddies, long kill scenes of women, and an orchestra of gunfire it all seems... vulgar.

Call of Duty: Black Ops II is a cool game.  Impressive set-pieces, nifty flying and drone sequences, and intense action make for good and exciting viewing; heck, playing the game is fast-paced enough to get you involved and keep you engaged.  Though all-in-all, after a few hours of bullets flying and people dying, you too might be like me and feel a bit of disgust at the end of it.

Sunday, September 8, 2013

What I Learned - 7 & 8

With PAX Prime taking up a bunch of time, this week's What I Learned covers 14 days!

What I Learned - 8/25 to 9/7




  1. A super-majority of companies hire by values to preserve their internal corporate culture.
    1. Alex Churchill; How One Recruiter Hires for Digital Entertainment
  2. When constructing answers to the "What's your weakness" question, it is safe to have +3 examples of a weakness followed-up by improvement opportunities.
    1. ConsultingForRookies; How to Answer the What are Your Weaknesses Interview Question
  3. If a picture from Photoshop needs to be in PDF format, saving the file where the options "Do Not Downsample" and "Zip" for compression are selected will lead to a very nice end result.
    1. Meghan; Discussing Business Cards at Anders Printing
  4. When designing how to spend a night with party goers, follow some group that you know; they provide excellent contacts and take-a-break partners for when mingling with strangers gets tiring.
    1. Partying with Enforcer volunteers post-PAX
  5. There are a plethora of standards that Riot Games uses to judge, evaluate, and accept as applications when an applicant submits to a Riot position.
    1. Kelly Raila; Cover Letter & Resume Facts
  6. For whatever is posted for the requirements on a job, reading between the lines and answering how best you excel-by-example at that task or trait is a must.
    1. Vladimir Cole; Comment on a post in Inside Riot Games: the People, the Game, the Opportunities
  7. The naysayer in a crowd of fans will get the most notice.
    1. DeeJ; Bungie's Sunday meetup with fans at PAX Prime
  8. THIS IS HOW YOU MAKE A FRAKKING GREAT STORY OF LOVE, LOSS, AND TIME-TRAVEL.
    1. Puella Magi Madoka Magica; Episode 10 – I Won't Rely On Anyone Anymore



P.S.  That #7 shouldn't be watched until the 9 previous episodes have been viewed; it starts a little slow, but last until episode 3.  Have your assumptions shattered.