Less is more with Flash

Tuesday, February 15, 2011 Posted by Jonesy

Recently I’ve been brainstorming and prototyping some game concepts to develop my own simple score based endless scrolling addictive flash game like “Canabalt” ,“Nanaca Crash” or “Dinner Dash”. Links below if you haven’t played them before, (pre-warming – they are addictive) ;

http://adamatomic.com/canabalt/edu/

http://www.albinoblacksheep.com/games/nanaca

http://www.shockwave.com/gamelanding/dinerdash.jsp

I have to admit I initially I found such brainstorming for such games to be very difficult and limiting to come up with a game with single mechanic/action which breaks my creativity mould as I intend to design non-linear progressive games with many principles/mechanics within a system (I like my games be an experience rather instance action – reflexes my personality). Also I find such design approach scary having to create a game which is dependent on singular mechanic/interaction not because this mechanic has to be executed solidly with good player feedback but fitting it within a context which is visually engaging, logical and fun for continuous repeat of this same action. This is important element for such game to be playable and fun beyond few minutes of gameplay (without being boring and players hopefully enter the realm of flow) as they say that all games are 15 seconds of gameplay repeated in different scenarios whereas with this type of game it’s only 5 seconds .

This is where I actually realised how designing this style of game is liberating as an designer as you don’t have to think about the story, menus, unlockables, etc, just purely focus on singular gameplay elements without upsetting the balance of overall system (Don’t get me wrong, these elements can be just as important as gameplay itself for the overall experience which I why I enjoy developing these areas too). Also it’s the simple fact that most games are singular interactions anyway with more bits and parts in the works hiding it’s linearity, whereas such game as this its all on display naked, no hiding or tricks. Such odd honestly (from myself, the game creator) makes you think about the subtleties of this singular mechanic and the relationship with other objects to create the varied outcomes and ways to create hidden depth without it feeling contrived creating the player motion of “I could do better next time because I’ve aware of this now” when he/she dies.

In a nutshell, you are primarily designing unpredictable patterns for player engagement, the art of flow – unpredictability within foreseeable outcomes. Anyone reading this who is a designer or wants to be, I would highly recommend attempting to design such a game as it makes think about the core aspects that matter forming the game as there is fewer parts to consider, making each part matters that much more towards the gameplay. I initially started development as I wanted a project with simple production pipeline with minimal asserts worry about as I’m developing this game by myself but I realised it’s ability to design simplicity within one screen framework as well as designing multi layered and complex game – you often forgot the attraction of simplicity. As I designer I can fully appreciate the art of both types as I think all designers should do this, I think everyone’s games would benefit .

Jonesy

7 ways to reward your brain

Thursday, January 27, 2011 Posted by Jonesy


Just a quick post – I just wanted to post this video I’ve come across just recently by Tom Chatfield – Gaming theorist where he talks about the neurological joys of video games and why we play them. Interesting stuff! Enjoy!

Jonesy

Game analyzation and comparison of two great adventure games from 2007: Tomb Raider Anniversary and Metroid Prime 3

Wednesday, January 19, 2011 Posted by Jonesy


I was playing these titles over the Xmas holiday but I find it fascinating despite how different in context/subject matter and feel yet remains to share the same simple yet fundamental game dynamic “exploration and discovery” – the challenge and reward of the journey to destination uncovering mysterious new worlds, furthering your knowledge and ability to explore into deeper terrains. In a nutshell, what makes these titles essential adventure games is the challenge and liberation of the the journey to point A to point B.

My comparison and analyzation is based on the core elements of which makes the journey so fulfilling, the level design structure and how the puzzles structured within the levels establishing both player challenge and motivation. Before I continue, here is link of level design article I would like you to read (Only page 3 of the article I’m directly referencing to but you should read the whole article at some point as its very revealing and interesting) written by “Toby Gard” – the original Tomb Raider designer. Note: Bear in mind, he is talking about level flow, not level design but referring to make analyzation process easier to communicate

http://www.gamasutra.com/view/feature/4326/action_adventure_level_design_.php?page=3

Tomb Raider level layout

Tomb raider uses the conventional and traditional 3D level design approach (Mario 64 and Resident Evil) where they have an hub central area within the level. This area is used to introduce a main situation/set piece of the level referred as “Level Stimulus” (referring to Toby Gard’s article). This area would also be used to signpost alternative rooms/routes (“Player Response” areas) which often returns the player back to this hub area again from different perspective usually in high up position to leading to possibility reach another area via some plaforming. It’s very clever level design structure/dynamic as the player always feels rewarded solving small parts (referred as “Keys”) working towards that overall bigger picture. Every key event goes towards revealing something new in the environment rewarding the player with further exploration and mystery (this new opening is called the “Lock” – which has just became unlocked).

The epitome of a Tomb Raider game scenario/level layout would be “Level stimulus” area (central hub) introducing the main “lock” requiring three keys with their own route/area each connected from central room (Player Response areas). The response areas contain either game pillars of puzzle, plaforming and combination of both (time based) to complete to reach the key which then triggers either alternative route back to central area or one of the other routes for the keys. This game has very particular game pillars/game actions (run, jump, push and shoot) which ensures the player will always know what to do but figuring how to is the challenge.

Metroid Level layout

Such design ethos is the opposite with “Metroid Prime 3” as each area has particular set of game pillars linked with the context of the planet and the player has certain items/weapons to solve such problem. During progression of the game, new game pillars are continuously introduced with new meta games to embrace the new functionality adding another ability/key to solve the particular locks. So this causes the notion of player response area with “What to do?” as there is many possibilities making each scenario fresh and varied. This also introduces RPG backtracking aspect where said new item allows the player unlock said style of door, the player has either remember where these “locks” are or check the map (many locks scattered around the maps with different keys). Its interesting how different Key and Lock layout structure and their emphasis are from each other, but yet achieve the same notion of reward for exploration towards a bigger picture/reveal.

Metroid and Tomb Raider’s beats and rewards

Metroid achieves this with smaller revelations with repeat re-visits of said area, each visit the access of the area grows (as your equipment) larger making the game feel more progressive and gradual than Tomb raider but then again beats are more regular and potent with introduction of new mechanics, keeping possibilities open for exploration of secret areas, etc. The beats (rewards) aren’t as consistent due to metroid’s non-linear progression structure and this structure lacks player assurance/pathing to return to “Level Stimulus” areas to clearly pathfind next key/goal. Therefore this game is about the reaching the destination to unlock more abilities to allow more freedom/possibilities. With Tomb Raider, its seems to be about the journey and progression to the destination as the level structure is far more contained and linear making the game more expressive and enjoyable for it – in a way quite insular.

Another factor to consider towards metroid’s structure is how each scenario (puzzle for an example) is per room basis never affects other rooms/areas – just preventing that one route which waters down the revelation of a new area compared Tomb Raider with level structure of one big puzzle (major revelation). You could argue that if the player stayed on story path in metroid (no side quests), the progress path would be more linear than Tomb Raider. Both games disguise their progress routes (as the level design is just boxes in reality) very well with the player navigating varied obstacles/terrains but with Tomb raider’s level design seems more elegance requiring more skill and precision to navigate (using the full trajectory of 3D space – a lot of routes are high up) but what ever if this suggests more complex level design/progress path is another thing altogether.

As I’ve analysed both of these games now I’ve realised how actually how similar they are in regards of the core dynamics. They both heavily depend on player motivation/stimulus introduced by revelations of goals, locks and keys paced through out the level, repetition of the journey from A, B to C – Lock, Key and Goal (new area/item unlocked) but the difference is simply how the player invests in the level revelations and the scope of the world (the bigger picture). They both rely on concept of the world growing larger (unlocking) as you progress via repetition of re-visits of familiar environment seeing the change of the environment giving it a different feel and meaning. Although I often wonder if there was no locks and keys, would you develop that familiar and bond with the environment? Is repetition the key for fulfilling journey?

Jonesy