Showing posts with label conventions. Show all posts
Showing posts with label conventions. Show all posts

Thursday, September 20, 2012

Orson Scott Card on writing in videogames.

The Orson Scott Card writing in videogames workshop was today! It went from 8:30-5:30... so it was a long day. Luckily Card is funny and engaging. The workshop was made possible from a grant a UVU faculty member applied for... so good on him!

Highlights: Card is so amazingly fun to brainstorm with. I found myself being critical of other people's ideas, whereas he ran with them to make some really interesting scenarios (see the notes for details). Maybe I need to work on brainstorming more, since turning my critical mode off would really be useful once in a while.

I'm a fan of the Ender series, so hearing an author I like talk for a while was kind of mind-blowing (authors are real people!). I admire that he's done so much on his own and how he tries to show both sides of issues, and how there isn't always a right and a wrong to a situation, which I think videogames could really use (thanks, Bioware). But then again, since combat is such a big part of so many genres, there's kind of a need for an everlasting, ever-spawning enemy, which limits the kinds of stories you can tell.

Drawbacks: Card kept complaining that he hadn't seen any awesome SF/Fantasy writing in videogames... but he's not all that into videogames. He's content to play Civilization II, which is fine, but he made a lot of generalizations about the industry that I felt weren't as accurate as they might have been ten years ago (he hadn't heard of Skyrim or Minecraft... just sayin'). He was aware of Kickstarter though, and how the publishing model is dying, so he's not completely behind the times. 

Card is a writer and as such, was pretty focused on linear storytelling in games. It's what he does best! But I'm also interested in how story and gameplay can merge. 

I've scanned in my notes below in the interest of archival-ness and maximalism. 

Proof that this actually happened














Wednesday, November 30, 2011

List of indie games at Minecon

I've been searching the internet for a list to links of the indie games that were on display at Minecon, but I'm coming up empty-handed. So to make things easier for the world, I'll make my own list (I'll work off the indie theater schedule from the agenda, but I'm not sure if all the games were in it? And not all the games showing at the indie theater had displays, so, confusing). So, here's a buncha blurbs about indie games featured at Minecon.

The ones I saw/played:
Code Hero: A game that teaches you how to code. I love the idea; the game is still in development.
3D VVVVVV: Still difficult as heck.


At A Distance: I didn't get a chance to play it, and I couldn't really figure out what was going on by watching. Lots of abstract shapes and two players having to work together to do... something.
No Time to Explain: Kind of a silly, cartoony platformer. I admit, I was kind of put off by the art style.
Catapult for Hire: Looked like a pretty straightforward 3D physics puzzler (but maybe everyone was playing tutorial levels?). I think it gets cooler later on with story and adventure elements.
Dragon Fantasy: JRPG in a retro style for iOS, kinda like Cthulu Saves the World.
A Valley Without Wind: A metroid-like with procedurally generated levels.
Retro/Grade: A rhythm shooter compatible with guitar hero guitars where you can go back in time.


All the others:
Snapshot by RetroAffect: upcoming game about taking photos which looks cute.
Octodad: 3rd-person adventure about being a dad? I'm downloading it now.
Here Comes Launchman: retro-styled platformer with things you can stick to and throw, maybe?
Airmech by Carbon games: some kind of 3rd person shoot 'em up
Influence: another one of these zen games where you build up your little sphere to consume all other things.
Incredibots: A machine building game.
Retro City Rampage: retro-styled action parody game.
Frozen Synapse: A tactical game that has been pretty popular and was featured in the last indie bundle.
Zombie Grinder: I think the title sums it up.
Jesus vs. Dinosaurs: Make cars with tetris pieces, then run them together to see who wins. Oh and the playable characters are Darwin and God. I can't tell if I should be offended or not.

If you had a game at Minecon, leave a comment and I can add it to the list. Also, if you'd like me to review your game, feel free to e-mail me.

Monday, November 21, 2011

MINECON

Enderdragon
Minecon! It was exhausting and fun. There were tons of kids and their families, as well as lots of nerdtastic people like me. Here are some highlights:

Friday:
-Getting C418's CD and autograph and hearing him and some other game composers talk about their work was pretty awesome. C4 takes kind of a coy position to things, but the other guys were very open about their work. Basically, they got started asking around to compose video game music and most people making games need music, so it works out.

-Another panel from game artists provided some insights into how their process works. For Scrolls, they cut apart their dudes and move around files in Flash to make running animations quickly. Cool.

-Right before the exhibit floor closed for the night the lines for things were actually manageable. I got to play the "dig through square blocks that look like Minecraft to find previous stones" game and buy loot from Jinx (Minecraft magnets! Fridge art!). 

won this keychain at the IGN booth
Saturday:
-I finished getting diamond stickers for my scavenger hunt entry form thing. Some of the diamonds were for doing cool things, but at least two of them were for signing up for a service online (blaah). The longest line after Jinx was probably the Curse booth, which took your photo with green screen and then gave you your diamond sticker. So, somewhere on the Internet is a photo with me, a Minecraft sword, and a creeper. I didn't win anything, but I had the full experience!

a completely random person with a Minecraft chicken
-I went to a panel where people talked about how Minecraft helped bring their family together. All anecdotal data of course, but interesting nonetheless. I might post about it more later, but Minecraft is nice for strengthening bonds because it lets people problem-solve and create together, in a shared space, and chat at the same time. There was also some comments about how Minecraft's lack of a tutorial forces kids to look things up online and promotes Internet literacy.

-I played Cobalt! It's a 2D platformer/shooter. It has some interesting mechanics. You can slow down time in a small radius around you and punch back bullets. You roll everywhere and depending on where in the roll you release the bomb or whatever, it goes further. I like the quirky/cute art style. That said... it is really hard. Hopefully in the final version they will have more tutorial things or something.

platform with switch for turning on Minecraft
-We decided to walk to the club from our hotel which was maybe a bad idea, but we got to see the strip at night. I wasn't dressed right for the club (apparently strapless miniskirt dresses are the way to go? I think they look terrible), and it was super crowded. I'm glad we went though. I guess I thought clubs were only in movies but it turns out they actually exist.

I'm not a super social person in line but I met some people and generally everyone was very nice. I'll put up photos to go along with everything later (there were some awesome decorations, including a nether dragon). I would have liked to hear more from Notch on a panel or something (he didn't participate in any of the developer panels), but it was pretty good to hear from all the other devs. Have a good Thanksgiving, and check out all the cool new stuff in Minecraft 1.0!


Thursday, November 17, 2011

Minecon swag!

Me and my husband made it to Las Vegas and registered for Minecon! You know, the convention about Minecraft. All of the restaurants are ridiculously expensive but at least our hotel room is nice. We registered and got our official swag.

Anyway, here's what we got:
-creeper drawstring bag. Bright green and kind of iconic.

-Razor mousepad that looks like a dirt block with grass on it (I will totes use it).

-Minecraft paper crafts sponsored by Thinkgeek--which I think is genius of them as there are plenty of kids here who will like it (and me).

-Jones soda! 


-Exclusive in-game cape, but only if you register with XBLA through an xbox, which I don't own (sad face).
-Normal convention things like name badge, schedule, ads, etc.

There's an official afterparty at a nightclub this Saturday. And it says that the dress code is enforced, but nothing about what that dress code is. I've never been to a night club before, but it sounds like there's dancing and stuff, which could be cool, but my husband was like "it's just a glorified bar." Anyway, I might try it out if I can get in with my cardigan and skinny jeans.

Monday, October 17, 2011

GEEX 2011

GEEX is a gaming and electronics expo in Salt Lake aimed at gamers and their fans, and a few people who like to make games (stemming from Utah's demo party, Pilgrimage). I went last year, but this was the first time I had been to a convention with an official press pass (it is basically an excuse for me to be friendly).



I got to play a little of Twisted Metal, a circus-dystopian themed car shooter coming out next year. It's not my kind of game, but it allows your car or helicopter to affect the environment, which is difficult to program and cool. There's also an ambulance car where you can release your old man in a gurney to be some sort of bomb, which struck me as extremely not cool (why not just make him a dummy and not perpetuate video game ageism?). 


Infinity Blade, originally on the iPhone, is awesome on the big arcade-quality touch screen. It's refreshing to play a game that was obviously tailored to touch-screen capabilities. In this case, your finger slashes are sword slashes and you can parry, dodge, defend, and counter. It started out easy enough for me to quit before I lost, but the story has generations of the vengeful bloodline coming back with the game getting harder each time. They're using the unreal engine, and the characters are lifelike. I found myself feeling a little intimidated by my enemies' little challenge animations.

ChAIR talked about how they developed Infinity Blade; basically, they wanted an original game tailored to the iphone's playing experience. They make battles be intervals of two minutes, figuring that many people are on the toilet and after two minutes their legs will go numb. Just from their presentation, I think ChAIR is doing design right--they're thinking about their platform and user experience right from the start (or if they didn't, I think that's how good games should be made). They're not overextending themselves and concentrating on making good-quality stuff.

Now, enjoy a few photos of cosplayers (awesome Star Wars costumes courtesy of various companies) while I talk about one other presentation.
this guy is from Star Wars, some relation to Boba Fett?
Roger Altizer's  presentation was also excellent (former games journalist turned U of U professor and game designer). He went over the basics of game design, which I've been studying, and it was fun to hear how he had to apply game design principles to a game for children with cancer. Physical therapists wanted the children to make certain movements, psychologists wanted it to help them keep a fighting spirit, and doctors wanted it to not be the wii, whose radio waves can interfere with hospital equipment. Sounds like a sonnet of a game structure to me!

another Madelorian? Or is the costume not indicative of that?

I watched some of the Starcraft 2 finals and they were awesome. RGNPerfect (Protoss) and ePValkyrie (Terran), both top 25 (or 100?) players, went head-to-head in the last round. Perfect won one game with 4-gate and awesome forcefield micro. In the final round, he built an expansion before a zealot or cycore, right in front of the enemy scout! The shoutcaster was like "what?" Perfect scouted really late, and somehow knew that banshees were coming and built an observer. More awesome micro through his vulnerable period, and then he won! It was great to have a Protoss win a tournament (and wow, I don't know how sports journalists do it, it was more awesome than it sounds). If I can find replays somewhere I will post a link.

There was also a game-a-day competition, where programmers make a game in one day, themed around 8-bit, disease, and gems. My husband participated, and helped Bryan of smote.com make a top-down shooter (I think you can tell where their engine came from). The winning game was a two-player game where you try to pipette cells to make them your color. It's fun to see what people can make in one day, and many of the participants were familiar faces from indie game night.
Chewbacca, I am pretty sure.
 Do you remember that poster of a bunch of pixel guys making up megaman? This one:
I think this design would be great on a phone cover or something, but I'd prefer just few big cute pixel guys for my wall.
 Turns out the artist is local!

Anyway, I could go on about university sponsors, but I just want to do highlights. Let's end on a picture that describes my feelings about Duke Nukem:
Duke, what a lovely... creature you have there.