December 12, 2007

Final Project: Parody of Gaming Stereotypes

A. INTRODUCTION
- Plot/Point of Game
The story opens on Milo playing a new game he got for his birthday. It is the latest parental nightmare, the M-Rated game Bloodbath 8: Retirement Home of Suffering. His parents discover him playing and go into a panic, convinced their innocent child is now doomed to become a homicidal maniac. Despite the hero pointing out that his parents were the ones who bought him the game, he is sent to a newly opened video game addiction clinic. Little does he know that the clinic is a front for a shadowy organization bent on creating an army of brainwashed gamers to take over the world! Now, our hero must escape the organizations' underground base and stop the organization, freeing as many fellow gamers as he can along the way.

B. CAST
- Milo
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The hero of our story. The player controls Milo. He represents the only real sane perspective in the game. The idea is for him to not so much represent the player as to be a partner to the player. He is the only character in the game who will look to the screen and address the player directly.

- "The Doctor"
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Evil mastermind of the clinic. He is the creator of the majority of the "treatments" within the facility. He sees the hero trying to escape as an opportunity to test some of his more creative experiments.

- Medical Doctor
Your basic melee-type enemy. These doctors carry large syringes filled with a deadly mixture of drugs and sedatives. Relatively weak physically, they are easily taken out.

- Security Guard
The hired muscle of the clinic. These bruisers possess both melee and long-range attacks. Strong physically, they are not very intelligent and are therefore easy to manipulate.

- Scientists
Not interested in fighting for themselves, these enemies oversee the various experiments going on in the clinic. They are good with computers and can lock doors, call for reenforcements and activate traps.

- Bosses
Some of the earliest experiments within the clinic worked a little too well. These bosses are beefed up versions of some of the experiments going on within the clinic now. Each has a weakness that must be discovered and exploited if the hero hopes to progress.

- Misc.
The hero must be wary not only of the people who work in the clinic but the clinic itself. Video cameras, tripwires, various alarms and traps can quickly make a bad situation worse if not properly handled.

C. CONTROLS
Moving about
- walk
basic movement speed.
- run
faster, but makes more noise
- sneak
slower, but quieter
- crouch/crawl
used to hide behind objects and move through tight spaces
- jump
jump over obstacles or reach higher areas
- climb up/down
climb up or down ledges or move up and down ladders

Special Actions/Abilities
- push buttons/pull levers
used to operate machinery, computers, and doorways
- attack
use equipped weapon
- use items
use items in the players inventory
- Rescued Gamers
rescued gamers posses abilities the hero does not. To take advantage of these abilities the hero must give the rescued gamers verbal instructions.

Communication
- hello
used to greet a rescued gamer and allows the player to give instructions. walk up to a rescued gamer, he or she should turn towards you if not performing an action and a word bubble will appear over his or her head. the icon shows who is going to respond to your greeting
- come on
tells rescued gamer(s) to follow you
- wait
tells rescued gamer(s) to wait where they are
- special action
tells the rescued gamer to use their special ability
- everyone
calls out to everyone in your group on screen
- encourage
makes rescued gamers feel better
- discourage
makes rescued gamers focus

D. RESCUED GAMER TYPES
- Zombie Gamer
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The zombie gamer is the most common rescue type. These poor souls started out as average gamers. They had hobbies outside of videogaming and argued that games do not stifle the imagination and could be used as a tool to create art. Now robbed of all free-will, the zombie gamer will shuffle around mindlessly until given instructions. They are the easiest gamer type to control.

- Angry Gamer
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These gamers are always on the verge of slipping into a blind rage. These gamers used to argue that violent games had affect on players. Once brought to the clinic, they were forced to play the most competetive and poorly constructed games until their frustration was beyond their control. The player must keep them calm or else the angry gamer will fly into a rage, hurling creative obscenities, and breaking things. Their rage can be useful though, just point them at the nearest guard (or door) and let them loose.

- Cyborg Gamer
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The cyborg gamer used to be a sociable person. Most of them preferred online gaming because of the group dynamic and social atmosphere. The clinic saw the potential of these computer-savy gamers to be made into the ultimate hacker. After being refused outside contact by any means other than forums and chat rooms, the cyborg gamer has difficulty communicating face-to-face. Muttering to themselves, they are now shy gamers. Their hacking abilities come in useful though, as they can unlock certain doors, access information through computers, and shut down security devices.

- Guilty Gamer
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These overly-emotional gamers used to be professional players. Most argued that video games were just as viable as a form of entertainment. The guilty gamer has been shown repeated images showing how they could've ended world hunger, brought about world peace, and had a productive and happy life if only they hadnt wasted time on videogames. The guilty gamer is prone to breaking down and weeping for all the time lost. When in this state they refuse to move until calmed down. Their tantrums can be useful as a diversionary tactic.

November 17, 2007

Idea(s) for Final Project

I have two ideas for a final project, just in case my initial one is turned down.
My first idea is to design a game that is a tongue-in-cheek commentary on the sterotype that video games are "destroying decent society". I picture it being a kind of shooter in which a youth is escaping from a game addiction treatment facility that brainwashes it's patients to be "good americans"

I have proposed this game for my other game theory class as well. I don't know if I could present different aspects (come up with the structure of the gameplay in one class and design a level or two for the other) or not but I figured if I was working on the same game for both classes I could make the finished product that much stronger.

My other idea was to recreate the san francisco campus as realistically as possible. Kind of like "America's Army" it could serve as a form of "soft-sell" advertizing for the school. The idea would be to give potential students the chance to explore the grounds without travelling to CA.

November 2, 2007

Flash version of Portal

Found this while goofing off over lunch. Someone has already made a Flash version of Portal. It plays pretty well for a side-scroller. Check it out:

http://www.addictinggames.com/portalflashversion.html

October 31, 2007

Show and Tell: Googlisms

A friend of mine showed my this. http://www.googlism.com. Just type in your name and see what comes up. Here are a few good ones when I put in my name...

timo is dead
timo is not swayed
timo is an exciting concept
timo is a police dog
timo is spesialized in algorithms and program architechture
timo is a odd
timo is pushing his unique breakbeat
timo is committed to face those difficulties in order to reach those unreached with the gospel of jesus christ
timo is good quality
timo is known for his work with habenero peppers
timo is trying to be a bit too far out
timo is one of my favorites now he rules
timo is the amount of control that it gives you
timo is a former national and international rugby player
timo is the double bass power house behind the finnish ensemble
timo is a sea captain
timo is based in the helsinki office
timo is owned by kennel woodshine
timo is willing to play a solo gig anywhere in the uk for the fee of £111
timo is soft and flexy with big sweet spot and head heavy power missing in some soft composites
timo is high
timo is just a mix of everything you could ever really want from dance music
timo is no overnight success
timo is a cool and unique nickname
timo is completely unlike anyththing or anyone else i've ever heard
timo is a young boy looking for a chance to prove his fishing skills
timo is the first to stress
timo is extremely sensitive and emotional
timo is living in lappeenranta and his twin brother tuomo in helsinki
timo is all happy
timo is a burly
timo is better with heavy and slower songs
timo is now champ
timo is a 1997 puerto rican champ
timo is the chairman of the hong kong finnish business council
timo is the guy to see when you think that dance muzik is getting a bit mundane
timo is one of the world's best
timo is behind the wheel
timo is seen going from a to b in the trees

Indigo Prophecy: A Review

I would like to start by saying I have enjoyed playing Indigo Prophecy very much. I tells a pretty complex story that reads like a crime drama despite its supernatural overtones. The characters are believable, each possessing a back-story and their own arsenal of hopes, fears, and goals.

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As far as the claims of being a groundbreaking new form of storytelling, I have to disagree. It is indeed one of the better stories found in a videogame. It also has multiple endings based on your actions throughout the game. Choices made decide who lives, who dies, and what happens to the world. But can they developers claim that this is a complex branching storyline? The answer is no. The player is frequently given a choice of which character to play as for a time but for the story to progress you have to play as all of them. While the endings and how many main characters are still among the living by the end differ, the overarching story remains the same.

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Like I said, this isn't really a bad thing. The story is great, but I doubt it would make me want to play through again just to see if I can experience something slightly different. If you want to tantalize the completionists out there then you need to tempt them with more. Maybe experiencing the game through a new fourth character (the bad guy maybe?) or giving the main players goofy abilities or skins (a la Silent Hill). All in all this was a very good game who story and "action sequences" influenced many games we play today. A great game that really only suffered from overzealous marketing.

October 29, 2007

Think Before You Register

I was looking up some info on domains for a friend of mine and came across a small article highlighting some unintentionally funny domain names. Just thought I'd share...

Intercapping is often used to clarify a domain name. However, DNS is case-insensitive, and some names may be misinterpreted when converted to lowercase.

For example:
Who Represents, a database of artists and agents, chose whorepresents.com;
a therapists' network thought therapistfinder.com looked good;
and another website operating as of August 2007, is penisland.net a website for Pen Island, a site that claims to be an online pen vendor, but exists primarily as a joke, as it has no products for sale.
Other examples include cummingfirst.com, website of the Cumming First United Church in Cumming, GA and powergenitalia.com, a website for an Italian Power Generator company.
Another is Experts Exchange, the programmers' site, for a long time used expertsexchange.com, but ultimately changed the name to experts-exchange.com.

October 15, 2007

For My Fellow Geeks: "Hellgate: Does this mean it's 4th person?"

Some more juicy tidbits for the geeks in our class.
The reviews have been allowed to spill a few more secrets about the upcoming game Hellgate: London. The biggest news? The gameplay is decided by which character type you play.

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The Templar class is supposed to play like your typical third-person hand-an-slash. The Blademaster has lower defense but handles multiple blades while the Guardian wears the heaviest armor and carries a sword and shield. The shield is not just for defense as it can be used to stun entire groups of enemies, leaving them ripe for slaughter.

Now I know just about every action game ever has made this claim but this is something different. Just to recap, Hellgate offers six different player types, each with two sub-categories. Up until now all of the gameplay trailers have shown the Templar Class whose sub-categories are the Guardian and the Blademaster. Both are melee characters; one a bit more offensive and the other a bit more of a tank. The other two classes, the Cabalist and the Hunter have had little info released, until now.

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The Hunter class. Now this was something I didn't see coming. Again, two sub-classes. The marksman relies on all sorts of distance weapons and has the ability to expose weaknesses in the enemy. The engineer plays like it sounds, gadgets gadgets and more gadgets.

Evidently if you play a Hunter class (Marksman or Engineer) the entire game is played in first-person. That's right, I said it. Templars are third-person a-la Devil May Cry while Hunters are first-person a-la Half Life. So far the reviewers are salivating, saying both play suprisingly well. I can't wait to see the differences in the Cabalist class, but we'll probably have to wait for Halloween for that.

Now I'm going to have to either buy a PC or an XBox360. It's safe to say doing either will allow me to find out what it's like to sleep on the couch for several weeks until my girlfriend forgives me. But with games like this, I might be ok with that.

October 10, 2007

A Force More Frustrating

It's a shame. The game "A Force More Powerful" has the potential to be a great game but there is simply too much in there. It suffers from the same problems that most educational games have. Namely a poor interface, pages and pages of needless text and little visual payoff.

Let's start with the graphics. The screen is dominated by a cityscape that serves no purpose that I can see. The only interaction options you have with the city is to view the names of certain building and some basic info on them. The navigation Looks purposely analog, as if it's all hand-written. There is also a huge disconnect between the people within the city. The politicians and the police are literally three times the size of the citizens, this strikes me as more of a mistake than having any sort of reference to the power difference betweent he leader and the people.

Now lets look at the interface. Menu upon menu upon menu upon menu. You have to dive through several pages of menus just to get any of your "character" to do anything. Most of these screens are bogged down with way too much needless information about the fictional country you are in, its economy, and its people. Successfully navigating the interface requires you to abandon everything you know about games and think like a designer who stopped playing games in 1976.
I can see how the idea was to show you how non-violent protest is a complex affair, but I really don't need to attempt to bring someone to my side for three months, only to find out that they need an additional three months of training to do anything useful.

Games like this work best when they are pseudo-realistic. Could you imagine how tedious The Sims would be if it forced you to realistically go through every mundane activity required to live? This game needs serious streamlining as well as a complete graphics overhaul. If you are trying to convince a player that nonviolent forms of protest are the way to go, don't make it next to impossible to succeed. Even a serious game needs to be entertaining. Without any entertainment, the game basically become the interactive equivalnt of a soapbox; hard to empathise with and easy to forget.

Serious Game Idea

When trying to think of a serious game it seemed natural to learn towards a sim-style of play. SimCity to SimEarth to The Sims all reproduce aspects of society in an easy to understand and easy to control way. My idea for a serious game would be a simulation of community arts.

The player could begin the game with a small theater, art gallery, or music hall. They would need to properly manage this business in order to expand the size of the space, as well as add community outreach programs like classes, summer camps, and scholarship programs. The player could make money with shows, grant applications and fundraisers. Different things would work best depending on how the community views the player. The more the player has done to revitalize the community, the more support they will receive.

I would want this to be a highly visual game. The space the player controls would grow and change depending on the choices made, as would the community around the space. As the player becomes more successful they could have the option to either opening up new spaces or trying to rebuild one of the other two initial options (if they picked a gallery, later they could purchase the theater or music hall).

How to anger fanboys into a frothy rage

I won't be suprised if noone here knows who Yahtzee is. His reviews are one of those things that you just stumble upon. Yahtzee reviews popular games for the online magazine The Escapist and I discovered him not too long after the realease of Halo 3.

I am a member of a forum called Fandom Wank, a site dedicated to finding all of those wonderful dramatic arguments and bits of drama that pop up on fan-sites. People document and link these little gems for our viewing pleasure. Check out the archives to see if something you love has been sodden with wank.

Anyway, recently someone posted a link to Yahtzee's most recent review of Halo 3. Yahtzee trashes the game in a wonderful little Flash review (see below: kinda not work safe due to language) and the fans go nuts. Tearful pleading for Yahtzee to give the game another chace are paired with accusations that his accent is fake in a ploy to "discredit British gamers everywhere". Wonderful stuff, so I thought I would link the review here. Enjoy.