So hey been a while. Let's get this thing wrapped up.

I've gotten a curiously small amount of commentary on this game, and I'm not quite sure why. Doesn't give me a lot to go on, and it worries me that, perhaps, I did something wrong that I will be unable to figure out.

Who knows!

What Went Right

I decided to tackle hardware shaders and higher-end graphical effects in this game. Overall I think this was an amazing success – there are a lot of effects in this game that are done entirely via hardware and on the graphics card, and the game comes across much better thanks to those. In fact, even something as simple as the lit-up paths are hardware processed. Wonderfully powerful and I'll be using similar stuff in the future as needed. Huge success.

I feel that the sound effects turned out great as well, which is surprising because I maybe spent two hours on sound for the entire game. I wasn't intending to end up with such a meditative soundscape but that's kind of what happened, and I really rather enjoy it. Happy accident there.

The basic game design . . . I'm a little uncertain. I've had a few people suggest that it would be better with a touchscreen interface and a countdown, and I think that might be true – the "falling tiles" behavior doesn't lend much of interest to the gameplay. However, the actual idea, linking things via wires one way or another, seems to be pretty dang fun. I think it's got potential for tweaks and improvements.

What Went Wrong

Nobody anywhere has commented about the achievements. Did people not notice them? Did people not care about them? I have no clue! Tell me what you thought of them, or even if you noticed. The idea was to give people suggestions towards things that might increase their score, or towards things that they might not have thought of – essentially encouraging people to explore the bounds of the game mechanics. Hopefully it worked.

The hardware shaders ended up turning into a huge code and efficiency problem, and I ended up spending a week before the game making them work, plus a week after the game making them work fast. Ugh. On top of that I'm still getting frequent crash reports. I'm not sure if this is thanks to the hardware shaders or what – I'll have to instrument some codepaths better to figure out where this crash is coming from. It may simply be that a lot of people are trying to run this game on low-end graphics systems.

I also still don't have OSX crash reports working.

I didn't have time to play around with the game mechanics much further. I wanted to have things like "score doublers" that you could drop in, that would double any points gotten "through" that link. Didn't happen. I had some ideas about ways to modify the board layout after placing pieces, or letting the player stash a piece. Didn't happen. This game was a huge time crunch from beginning to end, and I'm glad I did it because I ended up with some great infrastructure in place, but the game design suffered.

The Bottom Line

I feel like I've made my prettiest and most atmospheric game yet. That's cool. I feel like the game design itself was kind of a failure, and I'm pretty much just gonna be moving on to whatever's next.

Which, lately, has been an iPhone port. Getting close to the point where I can (relatively) easily build iPhone games!

My word this one was tougher than I'd expected.

Windows (.zip version available)
Mac OSX (10.6 or higher)

Things I've learned: hexagons suck.

This game makes far heavier use of graphics card hardware than any I've done before. Report any problems! With luck, there won't be any. Luck is not something I have had during the design of this game.

I'm tweaking the terms of my Monthly Game slightly. March is going to be insanely busy thanks to GDC and PAX, both of which I'll be attending, so I might not get a game done in March. If I don't, I'll get two done in April.

Leave commentary on the game. As usual, I'll be posting a postmortem in a week or so.

GT Machaira

2009, November 25th 5:57 PM

Ironically, the game during the "Art Game" month is probably the ugliest yet. Then again, it's also the least polished and least gamelike. And, yes, I completely ignored the official theme.

Download GT Machaira (zip version).

I'm not providing a screenshot for this, but I am going to describe the purpose of the game and whether I felt it was successful. So yeah I'm basically breaking every convention so far.

My original plan with this was to muck about with sidescroller brawler balance and see if I came up with a game idea. To put it simply: sidescroller brawler balance is very difficult, and I didn't come up with a game idea. I basically just spent four days learning about the genre from a development point of view and discovering a whole ton of stuff that didn't work and mistaken impressions I had.

For example, sidescrollers? Really goddamn fucking fast. In WoW I'm used to cast times in the 1-2 second range, and effects that last multiple seconds. In order to make this thing feel good I was literally balancing single frames, and doing a bad job of that to boot.

So eventually I got it to its current state – which is actually kind of fun – and realized that I simply do not know enough to continue. I need to research. Lots of Super Smash Brothers playing, lots of old brawler playing, that sort of thing. I need to sit down with Super Mario World and really understand its physics. It will be a lot of work, and so I'm providing the game as it stands.

I'd be interested in feedback. I know the art sucks, I know the music and sound are . . . nonexistent. I may write up a bit more in a week or two once I've had time to ponder this a bit. I may also release a 1.1 – there's one or two features I couldn't provide due to some failures in the framework I'm using, but I've got to fix those at some point and might change things once I do. We'll see.

GT means Gameplay Test. It is not meant to be a complete game, or even a particularly cohesive vision – it's me mucking about with stuff and seeing what happens. There may be more GT games.

Next project: GT Machaira OSX. It's time to go crossplatform.

And now, I'm going to go play New Super Mario Bros Wii.

Make The Number Bigger Postmortem

2009, November 5th 2:51 PM

Okay, let's polish off the Number+ postmortem real fast.

Number+ spawned out of my recent thoughts about different kind of games. Number+ is a pure skill game. The challenge is whether you can react fast enough and accurately enough to all the shit that comes flying in. If you do, you win. If you don't, the game ends after a bit, theoretically to keep you from being annoyed at being stuck in a holding pattern. You can absolutely get better at the game with practice, and that's rewarded by higher scores and new notes about what your number is as big as. There's some high variance later on, but the game's really built heavily around slow-and-steady-wins-the-race, and playing conservatively is how you beat the game (in fact, it's nearly mandatory near the end to play super-conservatively when adding a new digit.)

Two things that worked well: sound and graphics. I pulled (almost) all my sound off Freesound and, for the first time, ended up with a game that doesn't sound tinny and painful. That was pretty awesome. I will be doing more of it in the future. The graphical style was a total accident, I was just using white silhouettes on black for debug art for a while. Then I decided they looked good and I stuck with it. I'm not entirely satisfied with how I did them – I have three separate styles of silhouette going on – but they're easily good enough and I think they result in a rather neat feel to the game.

Two things that didn't work well: rhythm and balance.

One of the ideas I had for this game originally was that there would be a lot of stuff going on, all rhythmic and on-beat, and you might end up with kind of evolutionary music coming out of it. That just did not work. There's a lot going on, and most of it does in fact happen on beats, it's just that it's impossible for anyone to notice. Better programmatic control over sound would probably have helped – if you'll believe it, this is the first game I've written where I have the capability to *stop* sounds, and I certainly don't have anything fancy like pitch control – but overall, I think if I want a melodic game, I'm going to have to focus very closely on that aspect.

Game balance turned out to be a major problem, and I'm not sure it's solvable within the constraints I originally wanted.

The problem comes down to a diminishing click budget. Let's say we trigger a challenge for the player every four seconds. This is not hard at all. Nobody will find this difficult. Let's say we add another challenge, again every four seconds. It's slightly difficult, but any serious gamer isn't going to have an issue. One more thing every four seconds, suddenly it's hard. One more, suddenly it's near-impossible.

If you want to introduce about eight different Things over the course of this game the user will have a shocking amount of trouble just clicking on them all. Worse, if you want them all to "trigger" at roughly the same frequency, the first five will be boring and the eighth will be impossible.

I tried to solve this by reducing the frequency of the later items, but that introduces an all-new set of problems – namely, that it's hard to figure out how to interact with the gizmo in time. There's always a limited amount of time to react, and by the time you're near the end, any slipup is essentially fatal.

So the first half of the game is boring, and the next third is challenging, and the last sixth is near-impossible, despite the fact that the hazards actually get [i]easier[/i] as the game goes on. And in order to beat it, you have to sacrifice six playthroughs to the God Of Learning Game Mechanics.

This is bad.

If I were re-implementing it, I'd change it from a single large number into a series of smaller numbers, each one of which teaches you about some new gizmo, then challenges you with a set of things you've seen before in a new combination.

A few things got lost in design. I was originally going to have some kind of "store" where you spent your number in order to get gizmos that let you pass challenges. I couldn't come up with a way to balance it that I liked, however – the game is kind of intrinsically exponential, so I'd have maybe thirty seconds of gameplay in which the gizmo was an interesting decision, and after that it'd just be another-thing-to-click.

This is the first game I've been tempted to release commercially, since it would be dang easy to rip out a few dozen levels and gizmos and put it on the iTunes store or something. (Multitouch would let me do some fancy stuff as well.) There's little enough art and sound that I could probably hire someone for relatively cheap to do things better than I did. I don't think I have time, but I kind of like the idea.

Learning continues.

Next month's official theme is Art Game, which I have absolutely no interest in. I've been thinking about games that fit the theme and the fact is that all my ideas come down to "I am shoehorning this into the theme just so I can say it fits the theme." So I'm going to be ignoring the official theme and doing something else.

I picked up a few neat games on Steam, and naturally that led to me picking up more neat games on Steam, and someone suggested I try out Dawn of War and that led to me grabbing a pack of like fifteen games including several I'd always meant to play and long story short I just tried out Stalker: Shadow of Chernobyl.

Stalker is a game about a man in the wastes of radioactive Chernobyl who has lost his memory. He wakes up with very few possessions to his name – a leather jacket, a pistol, a knife, and a seemingly Godlike ability to rewind the flow of time.

The developers didn't really intend that last one. But when they put in the ability to save and reload anywhere, that's pretty much what they ended up with.

But oh boy howdy is he a lucky man! Because, see, the wastes of Chernobyl are deadly indeed. For one thing, they're vastly radioactive, and a few steps in an unfortunate direction can pretty much instantly kill you. They're infested with mutant wildlife which possesses the ability to leap out of bushes and also pretty much instantly kill you. And if the wildlife doesn't get you, the bandits might. The bandits are unlike the other menaces – at close range they actually do instantly kill you.

And then you hit "reload", only this time, you know where the bandits are.

Theory: Unlimited saving of your game is the worst thing that has ever been invented.

Alright. Not the worst. But it's well up there, and its grip on the PC gaming world is seemingly unshakable. Imagine the following series of events.

First, people start saving their game. Everywhere. Absolutely everywhere. Get out of a battle in good shape, save your game. Prepare to go into a battle, save your game. Run thirty seconds across the world, save your game. Take five steps, save your game.

Get out of a battle in bad shape, reload your game. After all, why cripple yourself? You'll do better next time. You can ace that battle. And you will ace that battle. And you'll ace the next one, too, with your excess of firepower. And the one after that. And then you'll go and complain on message boards that the game is too easy.

So what do the developers do?

Make the game harder.

And suddenly a new player can't beat the game without doing the tango. Every battle is instant death. Every mission has to be done twice – once to scout, once to win. Every enemy outpost is a neon gravemarker, with words engraved upon, reading "Here, Jakob, Son of Smyth, Reloaded his Game Twyce before Going The Othyr Way, since Somehow he was now Psychically Aware of the Enemys."

Does anyone enjoy this? Anyone, anywhere, ever?

And this is not a hard issue to solve! It's been solved! Halo did it. Ratchet and Clank did it. Much more recently, Brutal Legend did it. In none of these games is it possible to lose, and in none of these games is it possible to do the save/reload tango. Death is handled by resurrecting you at the last checkpoint or at the beginning of the current mission. "Reloading" is equivalent to "dying" in that it drops you back to the same spot. In R&C and Brutal you can always abort a mission, going back in time to just before you accepted it, and go do something else. You cannot fail – only try again – and thus there is no incentive to stepping your way through the game five perfect seconds at a time.

And I look at this simple elegant solution, and I cannot help but think: why is this not used for every game? Why are games still made where you are even permitted to save whenever you want? Why, when it is so vastly detrimental to game balance, when it is so positively and thoroughly inimical to actual fun?

What game mechanic does save-anywhere actually allow?

I still haven't come up with an answer to this.

Make The Number Bigger

2009, October 21st 12:10 AM

It's that time again! For those who were hoping I wouldn't go back to sidescrollers, you shall be happy. For those who were hoping I'd stay away from RTSes, you shall also be happy!

Download installer here
(optional zipped version)

This game was fated to be. I came up with the idea, almost identical to what you see here, a few days before the new official Experimental Game Project theme was announced. What was the theme?

Numbers.

Numbers it is.

Let me know what you think. Postmortem will be incoming, once I have some idea whether it was successful or not :D

Games Without Choices

2009, October 12th 4:20 PM

Thinking over my last entry, I've realized that – once again – I've lied to you.

Sorry. This will probably happen often.

I also plagiarized a little, but only a little.

"A good game is a series of interesting choices." It's attributed to Sid Meier, the genius behind Civilization. I am assuming you've heard of Civilization. If you haven't, get the hell out of my journal (and then come back once you've read that page.)

Sid Meier has a very specific view of gaming. Sid Meier does strategy games – turn-based strategy games, at that, where there is always a button you can press labeled "stop, I want to think for an indefinite period of time." In fact, in Sid Meier's games, usually that button doesn't exist. Instead, there's usually a button labeled "I'm done thinking, you can do things now."

In Sid Meier's games, he's completely right. Civilization without interesting choices is a terrible game.

What about Guitar Hero?

There aren't choices in Guitar Hero. Guitar Hero is a flat-out test of skill. You are either good enough or you aren't. (The actual definition of "good enough" depends strongly on the player.)

What about Braid?

There aren't really choices in Braid either. You're trying to learn how to solve the puzzles. There is no penalty for failure – you play the game inside a cheerful sandbox which is always willing to let you try again. In one sense, a random number generator could beat Braid, because it will eventually happen to solve all the puzzles . . . but it won't understand them, and that is the interesting part of Braid. Which, it must be pointed out, can only be experienced once, because then you understand it and you're done.

What about Samorost?

At first glance, Samorost may seem similar to Braid. I claim it is completely different. Samorost is not a puzzle game. There is no underlying logic to Samorost, there are no sets of rules to comprehend. Each screen is more of an experience than a level. In Samorost, the goal is the journey, not the individual puzzles – the puzzles are largely simple, but the journey is beautiful.

So I'm going to propose four rough categories.

* Strategy games, where your opponent fights you directly and must be defeated with skill and thought.
* Skill games, where your opponent is the game itself, which provides a series of increasing challenges to surpass.
* Puzzle games, where your opponent is your own limited understanding of the rules set in front of you.
* Journey games, where you have no opponent.

I'm going to have to mull on this one. Anyone got a counterexample to those four categories?

Mobius Post-Mortem

2009, October 6th 10:57 PM

So. Mobius.

If you haven't played Mobius, and plan to, stop reading and go play it, since I'm about to spoil the whole thing for you.

Still here?

The official theme this month was Failure. Usually, failure means you lose the game. Mobius is born out of the first idea I had regarding failure – a game where failure made you more powerful. Every time a character dies, the game counts up how many monsters you've killed and credits those to the person who "died". He becomes more powerful, but is penalized with having fewer HP, making him more likely to die in the future. If the difference in experience gets too great, a death can actually result in real, true failure, coupled with Game Over.

That is pretty much the entire game.

For a variety of reasons, I don't think it worked. And I could go into each one in detail, but to be honest, there's one which is big, and important, and vastly overshadows the others.

Real-time strategy games are intrinsically not very much fun.

They suck. They are boring. They are awful, awful games. I am prepared to defend this statement, but let me explain what I mean first.

There are genres of game which are intrinsically fun.

First-person shooters: you get to blow shit up. That's fun. You can run through an FPS in God Mode and still enjoy yourself, because, hey, kaboom! Kablammo! Look at all the shit I'm blowing up! Look at all the zombies/nazis/robots/robot-nazi-zombies I'm killing! This is so much fun.

Sidescrollers: The good ones are simply a joy to control. Look at Abe's Oddysee for the best example I know of, but a far more well-known example is Super Mario World. Super Mario World is fun, even when you've played it before. And that's not due to the inventive level design, or the "plot", or the challenge – even after someone's beaten it half a dozen times, they'll go back and try it again. It's simply enjoyable to play.

Anything involving leveling: We like leveling! People like to see a number that represents how awesome they are, and they like to see that number get larger. So you can have fun with RPGs even after you've beaten them once (plus it's like re-reading a good book), and you can enjoy Civilization 4 many many times, partially because your empire is getting huge and you're awesome. It's fun. You've done it before, but let's do it again, let's become big and strong for the third seventeenth one hundred and fortieth time.

There's one other aspect that can rescue an otherwise doomed game: Intelligent challenge. If fighting against your opponent is nontrivial, if it's not obvious what the right choice is in every case, then you can get a great game out of it. See: Civ4. See: Starcraft multiplayer.

And that's the crux. Starcraft multiplayer is a really good game. Starcraft singleplayer plot is really good. But nobody finds Starcraft singleplayer fun to replay.

Why? Well, it's simple. There are no interesting choices.

A good game is a series of interesting choices, and once you know how an RTS works, the choices aren't interesting anymore. You know the build order. You know the right units. And, let's face it, even if you don't know the build order or the right units, singleplayer RTSes can almost always be beaten with a few very basic steps:

* Defend your base.
* Build your economy.
* Create an army.
* Destroy the enemy.

That's it. That's the strategy. Now you can beat almost every singleplayer RTS ever made.

Now, you can draw this out quite a bit. Good singleplayer RTSes tweak the game subtly, many many times, so you never quite understand how it works. They disguise it as "unlocking new buildings and abilities" – in every level, you get More Stuff, changing the game balance and the optimal unit loadout slightly, and you only get the best stuff in the last level. Ever wondered why RTSes delay so much? Ever wondered why first-person shooters seem content to give you all their weapons about halfway through, or two thirds of the way through? It's because the RTS game has nothing more to offer you once it's shown you everything.

Because the game, itself, is fundamentally boring.

There are many ways I could criticize Mobius. It got less actual development time than any other game I've made so far, and the only reason it doesn't look far worse than Too Many Guns is because I've gotten a lot better at making games. The writing suffered, the art suffered, it could have used more variety, it could have used more testing and more balancing.

But the single most damning criticism is a very simple one.

Mobius is, unintentionally, a puzzle game, masquerading as an RTS . . . and once you solve the puzzle, you're left with a very simple RTS.

Single-player RTSes do not have interesting choices. Mobius does not have interesting choices.

And, thus, Mobius is not a good game.

Mobius

2009, September 28th 4:09 AM

Download installer here (advanced: zip version)

I'm taking a pretty serious diversion from my previous game designs. Mobius isn't a sidescroller in any sense, and in fact, it's controlled largely using the mouse. We're into realtime strategy here, folks. Well . . . realtime tactics.

Beyond that, however, I'm not saying a whole lot about Mobius right now. Download it. Play it. Let me know what you think.

I'll follow up with a postmortem in a bit.

Board games, Eurogames, and Chess

2009, September 13th 2:52 AM

I have been thinking, recently, about which board games I enjoy and why.

First, this is a very different subject from computer games. Computer games have plot and flow and artistic beauty outside the raw game mechanics. Board games, fundamentally, don't. They've got flavor, but it tends to be very static flavor – contrast comic books with a single frame from that comic book. Much of this entry doesn't immediately apply to the board game's single-player electronic brethren. I know you guys probably read this for video games, but, well, I'm not a video gamer, I'm a gamer.

Second, what I should be doing is sleeping, but we can probably all guess how well that's working right now.

So you get a development log entry.


An engineer, a physicist, and a mathematician go to a convention.

That night, they all retire to their own separate rooms. They bid each other good night, remark upon the remarkable weather, and sleep. The aforementioned remarkable weather gets worse, lightning strikes the hotel, and a spark leaps from each person's power outlet and lands in their wastebasket, which catches fire.

The engineer wakes up first. He sees the fire, grabs the water cup from his bedside table, and hucks it at the fire, which goes out. After checking to make sure it's out completely, he goes back to sleep.

The physicist wakes shortly after. He quickly estimates the volume of his cup and the size of the fire, guesses at the trajectory necessary to douse the fire, nods in satisfaction, and elegantly hoists his own cup into the air, perfectly covering the fire. He checks to see if it's out, just to be sure, but he knows it will be, and it is, so he goes back to sleep.

The mathematician wakes last. He derives the volume of water, and proves to himself it will put out the fire. He quickly measures his arm strength and the distance to the wastebasket. He calculates an arc that will land the water perfectly in the wastebasket, then rapidly doublechecks his calculations.

"Aha!" he proclaims. "There is a solution!"

And he goes back to sleep.


I really can't stand chess.

I've tried. I really have. I know it's a good game. I know many, many people play it. But me? I can't stand it. I think I finally figured out why.

There's a solution to chess.

More importantly, there's a solution to pretty much everything involved in chess.

Now, okay, we can't make a computer that can play perfectly. But at this point chess largely comes down to sheer horsepower. Chess AIs can beat humans regularly. It's no longer even worth mentioning. The game is understood well enough, and by enough people, to describe it to a computer such that the computer will absolutely destroy you regularly. But this is not the critical part.

The critical part is that there are two groups of people when it comes to chess. There are the people who have been playing for their entire lives, and there are the people who haven't. If you're in the latter group, everything you could possibly come up with in the game has been done already. There is no room for invention. If a move is uncommon, it's probably because it's stupid. The game, for you, is solved.

And it's not like you couldn't get better. Of course you could get better. You could, quite easily, get better at chess than most people you've ever met ever will be. But you'll never be a grandmaster – you didn't start when you were four years old. (What were you thinking?) You will live your entire chess career knowing that there is a bar that you will never reach.

This is not what I want out of my entertainment.

What I've determined, slowly and painfully, is that the part I find fascinating about games is learning how they work. Learning how the pieces interact. Learning how the options interact. Finding ways to break the game, finding ways to fix those breaks, finding ways to break those fixes. I don't want to hone myself to become an absolutely perfect player at a single game – I want to analyze that game from the inside out and figure out its strategies and design philosophies and understand them on an intellectual level. Nothing more.

And with chess, that's already been done. I can walk into bookstores and find shelves of books doing exactly that.

What's your chess-related question? Oh, let me look that up for you! See? There's a solution! You can go back to bed now.


Alright, I'm not going to bed yet, because I wrote that subject line up there and I'm not going to change it because I was more awake when I wrote it than I am now and there's still one bit in that subject that I haven't touched on.

Eurogames.

The history of board games has been a long and complicated one. Settlers of Catan was really the landmark moment in the recent resurgence, and deservedly so, because it is a great game that happens to avoid many of the problems I find in eurogames.

Eurogames are a genre of painstakingly balanced board games, with some light flavor and usually light strategy. A single play tends to make that strategy clear. Perfect execution of the strategy is perhaps difficult, but sufficient execution is usually reasonably simple. Eurogames frequently have further balancing mechanics, so that mistakes made in the beginning and end of the game work themselves out rapidly, leaving a tight playfield at the end for many exciting endings.

Eurogames are a genre of games painstakingly crafted to have limited expert play, with rules carefully constructed to both create an obvious strategy and blatantly demonstrate it to everyone involved. Perfect execution of the strategy is difficult, but except in the absolute highest tiers, largely unnecessary due to internal self-balancing, aimed to insure that everyone is somewhat successful. This balancing can become so extreme that the victory hinges not on your play in the beginning or middle of the game, but on your ability to precisely calculate the entire game state once you're two or three moves from the end.

You see the problem?

It's as if the wastebasket fire came with its own solution. You don't even need to wake the mathematician up, it's already done!

I'm not trying to say that Eurogames are bad games. If anything, the opposite is true – the well-known eurogames are such good games that they are immediately uninteresting. I probably won't be able to break them. The strategy is well-known. In many cases I can't even hone my strategy worth talking about, since either the game result hinges around random chance, or it relies solely on the player's ability to bruteforce the entire game decision tree in his head.

The execution can be fun. No, scratch that, the execution is always fun.

But when I find myself thinking about board games, and wanting to play them again just to analyze them further, I don't think about eurogames. I know how Power Grid works. I understand Settlers. Carcassonne has basically two tiers of play – one involves counting cards, and the other is trivial. Once you learn how not to screw yourself, you're done with Ticket to Ride.

I find myself thinking about the games that I'm not sure are balanced. Starcraft, which, in board game form, is a ridiculously complicated strategy game. Android – I've played it three times, and twice it's ended in degenerate cases that, it turns out, violate the rules. Galaxy Trucker, with an entire major game mechanic that I simply do not know how to optimize yet.

And if I'm not playing a game for the research, I'm playing it for the flavor . . . and with eurogames, that flavor tends to be limited.


It's late, and I'm tired, and I should have been in bed something like (oh god) four hours ago. But at least now I have some basic understanding of why I'm bored of eurogames, and why chess doesn't interest me, and why Go does (it's because the strategy in Go seems less understood, and seems more intuitive, and I don't yet get it, while I do basically understand how chess works even though I can't play worth a damn), and why I'm finding myself rather fascinated with Arimaa lately.

I suppose if there's one thing you can hope to get out of sleep deprivation, it's introspection.

And now I really am going to bed.