Jimmy Chattin - I make better games.

Tuesday, November 13, 2012

Hark - It's Hawken



From the Beta:

  • + Adrenaline-pumping action of explosions, dust, and smoke.
  • + Full customization of armaments to fit every play-style.
  • + Combat takes place in 3-D space; levels above and below the player are planes of fighting.
  • + Feel like piloting a mech when moving.
  • + Great aesthetics of a dreary sci-fi world.
  • + Free to play!
  • - Some better upgrades that affect play can be bought.
    • A fix: Use Valve’s game model of making anything that can be bought an aesthetic feature only.
  • - No instruction is given as to what elements are in the HUD.
    • A fix: Include, in the Options menu, a simple screenshot of the HUD with all features tagged.
  • - Some game modes are not intuitive for what is supposed to be done.
    • A fix:  At the start of joining a match, display a quick-but-detailed set of what to do in a game mode.


Hawken can’t go Gold soon enough.  It’s free-to-play, looks great, gives superb action, and – possibly the most important note – it’s a mech game!  But what’s the meat of the game?

Jumping in, the first thing I noticed was the HUD system.  Dials, gadgets, and meters are built into the mech canopy; however, only through experimentation could I figure-out exactly what everything does.  There is not a starter-guide to what everything represents.  The saving grace is that 5 minutes of gameplay stressed every point of the system, showing-off the full limitations of my mech.

In every match, firing and getting fired upon was enjoyable.  The rattle of machineguns, the pop of rockets, and the clink of grenades were full of life.  Flashes, smoke, and explosions lent themselves to visually, acoustically, to an aesthetic of the dystopian world of Hawken.  Activating jump-jets gave me an excellent view of the entire playing field through my mech’s cracking canopy.

Cracking canopy?  Smoking engine?  Just taking too much damage?  Hawken gave me the ability to repair that damage.  Shutting-down my mech, a little drone pops-out to buff my combat machine.  However, the ability was balanced, as I couldn’t move when being repaired, and I couldn’t act right away if a rocket was aimed at my face.  The only issue seemed to be that it took me out of the action for too long, breaking the flow of gameplay.

Damage could come from above or below, left, right, forward, or backward.  Hawken delivers play in 3 dimensions; jump-jets give a quick traversal option for handling the many tiered arenas of the game.  I never knew when the next unseen baddy would take a potshot at me; such a setup made me think of strategy and tactics in a whole new way.

To cut my gushing short, Hawken is a fantastic game, not even getting out of Beta.  Despite no exposer to, let’s say, a story while in-game, the mechanics are solid, the visual quality is on a professional level, the sound is vibrant, and the gameplay is quite satisfying.  I had a great time playing this game; I hope you get a chance to jump into this mech-genre reviving title sooner rather than later!

Sunday, November 11, 2012

IGDA Nanocon Notes - The Lens of Truth

The Lens of Truth: Real World Adaptive Level Design
Speakers: Chris Totten (Art Director E4 Software) and Josh Lynsen (Creator of StreetPass Network)
--
How did we get here?
                How Chris got here:
Architecture Masters -> self education in Blender -> Teaching on game development -> writing on game development -> doing game development
Be self-motivated.  Put the time in.  It will work for you if you keep your head down and hit the grind-stone.

                How Josh got here:
                                Take the skill in your day job and apply it to what you want to do in game making.
                                Do things that apply to a part of game making.
--
Use virtual clues for real-life treasure.

How to deal with structures that already exist
                Use Urbanism
                                - Large spaces can keep people away from each-other
                                - Paths, districts, nodes, landmarks allow for meeting
                Connectivity
                                - Cell phones/internet create a damaging interaction issue

Adaptive Game Reuse - take a game and re-center it around a place
                1) Games that enhance
                                - Simple mechanics to real-world situation
                                - Ex: item finding to explore locations
                                - Ex: virtual art/characters in real locations
                2) Games that pervade
                                - Events can only be executed in specific locations
                                - Going from point A to B affects the virtual world
                                - Ex: passing someone in life gives virtual goods/action
                3) Games that rehabilitate
                                - Jane Megonigle
                                                - Works on games that makes the world better
                                                - Gamify basic actions in a positive way
                                                - Ex: Tombstone Hold'em, Cruel to be Kind
                                - Gamifying a common feature/location
--
Chris and Josh: Creating a ‘Hometown social game’
            1)      Goals
                                Revisit hometown and bring welcome visitors
                                Support local business and institutions
                                Inject new life into smaller/shrinking cities
                                Maintain links to - and value - your past
            2)      Platform
                                Facebook, Google Plus or other social network
                                Any communal posting area that supports photos/discussion/moderation
            3)      Guiding principles
                                Large amount of local control
                                Encourage tourism as much as revisiting
                                Especially support volunteerism
                                Especially support local festivals and city events
            4)      Example point system for pictures taken:
                                2 - you in town
                                5 - you and local landmark
                                10 - you supporting local business
                                50 - you volunteering at local charity
                                50 - you at local festival
            5)      Rewards
                                Game enjoyment and community support
                                Gold, Silver, Bronze involvement rankings
                                No specific leader-boards
                                Less about competition, more about involvement
            6)      Notes
                                No specific hometown?  You are a nomad player.
                                National chains ineligible for business photos.
                                Chambers of Commerce could be local bases.

Thursday, November 8, 2012

IGDA Nanocon Notes - HvZ


Humans vs Zombies - How to Train your Dragon
Speakers: Joe Sklover and Chris Weed (Game creators)
--
"We don't regret anything we've done." - "We f-ing love it."

Follow your own path:
1.      You have to really love it
2.      Be strong in the hard parts
Confessions of the Creators:
1.      Hate the gun culture
a.       permeates everywhere
b.      has been a hassle of the game being banned some-places
2.      It all started with an excuse to use a bunch of Nerf guns
a.       Toys R Us was closing and having a sale
b.      That night had everyone getting shot
c.       Morning after, it seemed everyone forgot about their Nerf guns

Post Nerf Night:
1.      What excuse can we use to shoot friends with foam?
2.      What if we had to sneak-up on people?
3.      What if you were on a team with your roommate?

Rules of the first game (Let's Assassinate Your Friends!):
  1. On a team with your roommate
  2. Use Nerf guns
  3. Only a certain number of lives
  4. Only score if you shoot someone if they don't know you are there


Patches after day 1 disputes:
Even if you see someone, you have 2 seconds to be shot.

People ended-up paying much more attention to the rules.
Players got very invested.

Final Patch:
If you know someone is there, 3 fingers on your head makes you invulnerable to being shot
Result:
Everyone was having 3 fingers on their head

--
What worked?  Didn't?
        1. What if you added zombies to it?
a.       Resulted in HvZ rules later that night
        2. There is no perfect rule-set
a.       Too subjective
        3. Don't make it such an exclusive community

People seemed to want to be involved in a game
        1. Let's make a game that is a little bit bigger!
        2. The rules were 7 pages long
a.       most of it was explination
b.      'Cry' rule: something, sometime, will upset you - take it in stride

--
MODERATING EARLY GAMES                    
HvZ Game 3:
        1. People felt like veterans
        2. Vets started to play their own way
        3. Non-mod friends should be used to place mission items
        4. 1st safety rule:
a.       a human ran into their car to escape from zombies
b.      zombie jumped on the hood
c.       human started driving!
        5. 2nd rule:
a.       high-speed chase of zombie and human!

--
MISSIONS
How to play HvZ
        1. Play to win
a.       Human:
                                                               i.      don't be seen
                                                             ii.      don't be heard
b.      Zombie:
                                                               i.      can't blame the stalker
        2. Play to have fun
a.       Arguably the way to win

Missions offered to reward game participation

--
SCHOOL ADMINISTRATION
Team bought Night Finders for the administration
Had all players outside the meeting room to cheer after the meeting
Town-hall meeting of +200 persons to help address 3 complaints
The only person that couldn't be helped had PTSD :(
Showed that the game has a responsibility to the community

School admin would warn (advertise) for the game before its start

--
COMMUNITY AND GROWTH
When it's your project, it's easy to be defensive of it (other schools wanted to play)

Creators would just give advice and simple software resources
                "open-sourced the game"
                now have innumerable amount of iterations
                                new rules
                                planned missions
                                slight mechanic changes

--
GNARWHAL STUDIOS INC
After graduation, what are we to do with our lives?
        1. Could have taken more control of the game
a.       "We don't want to be a vendor"
       2. Decided to let people work with the creators
a.       Collect all information
b.      Give the information
c.       "Become the hub"

Started Gnarwhal Studios Inc.
        1. Spread the game
        2. Support inclusiveness
        3. Keep it free
        4. Protect player-base from exploitation

HvZ can act as a platform to make

--
CONCLUSION
"The thug life ain't easy."
We aren't classically successful, but we are happy.

--
Questions
Was the first game really intense?
                Ya, but people still went to class.
What emergent narratives have you seen?
                In a ‘meta’ sense, people become friends with who they play with.
                People take on the roles of acting like friends, and it exists!
                Intercommunity support between HvZ locations.
How did no-formal game design training apply?
                There was a little read after the fact.
                It's awesome to see games taken more and more seriously.
                Games have been around since the dawn of society-theory wasn't needed then.
                Don't need theory, but it helps - be spontaneous and have fun with it!
Bullying?
                Verbal abuse from non-player characters.
                It's a good skill in life not to care about that.
                'Commando' humans can be bullies in-game.
                Some places trade freshman as resources.
Have ethics broken-down in some games?
                Team picking early-on.
                In the end, the best strategy is to work together.
Ideal number of players for HvZ?
                With enough intuition and experience, it can work for any number.
                No 'real' optimal player number.