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.

Tuesday, November 15, 2011

Bastion as tragedy

Bastion is one of those little games that you kind of have to play to know what it's about, but I'll try to explain anyway. Gameplay-wise, it's an isometric action-rpg where you can change weapons, etc., and seems pretty normal to me. It's the story that makes this game worth playing.
Warning: spoilers for Bastion ahead.


The cool thing about Bastion is that your narrator reacts to what you do--it really feels like he's watching. And he's... kind of unreliable. Not the first time there's been an unreliable narrator in video games, but I think it makes for a more exciting story. In addition, there's a gradually unfolding post-apocalyptic story where you find out the Calamity (apocalypse catalyst) was intended as a genocide of the Uras, a tribe of people your people didn't like, and that your narrator, Rucks, helped cause the Calamity.

You as the player must make two moral decisions at the end: the first is whether or not you save the Uran who betrayed you, the second is whether to restore the world to how it was (before the Calamity, where your life was kinda crappy), or do you try to make a better civilization with the friends you have?

I'm a gullible person and I was taken into narrator Rucks's story. I wanted to help him undo his mistake, when undoing the Calamity probably just took everyone back to their pre-Calamity states of generational hate. I thought about what my character would do when confronted with his betrayer and I thought that he wouldn't save him, especially if he has to leave behind his weapon in order to carry his body. I ended up abetting genocide without trying to be the "bad guy." Granted, at first, the game doesn't let you choose whether or not to kill the Urans--they will keep attacking you no matter what.

Over at Line Hollis's blog, she's been discussing if it's possible for a video game to be a tragedy--for you to choose the wrong ending without trying to be a "bad guy." And I think Bastion does a pretty good job. I feel like a complete jerk for undoing the Calamity. And even if you do choose to save betrayer-dude and stay where you are, you're still in a post-apocalyptic land where it looks like you're going to have a hard life. But at least you'll be atoning somewhat for the hatred of your people.

Monday, November 7, 2011

"Extra Credits" makes me feel like I'm sitting in class instead of having a discussion with other adults



There's a game commentary cast/video thing called Extra Credits that some of my friends like. I watched a few episodes, and while I completely agree with most of the ideas, for some reason it annoys me. It's not aimed at people who are already caught up in video game philosophy, but for people who might not read the Brainy Gamer. If you've read a few books on gaming or have read any of the "brainy gaming" blogs, it's a given that we're tired of games that re-hash the same old ground only with prettier graphics than before (you know the type--you're usually a white male saving some helpless thing with a big sword or something).

I take it for granted that the people I discuss games with agree on a few things, like that women are often oversexed in games and it would be good to have more diversity in race, age, personality and gender in games, and that well-developed characters are superior to ones that are completely predictable and caricatured. We all know that games could use better writing and that it's an emerging art form, many facebook games are practically unethical in their hacking of human reward psychology, etc. It's hard for me to believe that anyone would disagree with these notions or even not think about them.

Still, the existence of a show like Extra Credits shows me that there is a large audience of gamers who doesn't automatically think of these issues and probably doesn't have a background in literary criticism, and don't mind being lectured  about why diversity and character development in games is important (I prefer a discussion format). I'm glad that there is a sort of middleground for them, appropriately pitched through Penny Arcade. I think that with the proper education, most gamers will agree that there is a great potential for games to be more awesome in the ways Extra Credits describes.

Wednesday, November 2, 2011

Top Five Cutest Console Games

One of the things I value in a game is cuteness. Looking lifelike is great, but I want a game with its own style and I prefer that style to have some cute things in it.

Kirby's Epic Yarn













Sure, you might feel like a 5-year-old playing this game, thanks to a cheesy narrator, but the fabric textures and whimsical creatures put this in my top five cutest games. Even the sound effects are cute.

Little Big Planet 1 & 2
Not only is your character basically a knit stuffed animal, but you can make him have expressions and dress him (or her, I guess?) up in more cute clothes. Personally I think there should be more games where you can dress up and then do awesome platforming, or shooting or whatever. 

Scribblenauts
A boy with a magic notebook conjures up anything he can write down. The cartoony style is consistent throughout the game, and even scary things like witches, dragons, and the devil take on an aura of cuteness. It makes sense that they'd be somewhat helpless, given that you can throw away things you make at any time.

Katamari Damacy franchise
 You know this game... go around rolling small things up into your Katamari (or "clump") so you can roll up even bigger things, even the moon, even the universe! Part of the charm is that every object has a name, and your prince avatar has a bunch of cousins you can trade places with.

Taiko Drummaster
This rhythm game is adorable. I picked up the DS version in Japan and my only regret is not also buying the Wii version (which has multiplayer and mini-games). How did they make a taiko drum so cute? The Japanese voice clips sound like a little drum just dying to play, but somehow it just sounds cheesy in English. 

I don't think Animal Crossing and Nintendogs are all that cute. Certain Pokemon are very cute, but inevitably grow into something ugly (Scraggy, for example, is immensly cute, and the grows into some punk with a mohawk). Other cute games I considered (thanks, Casual Girl Gamer): Costume QuestGlitchGameDevStory, all the Grow gamesLevelUpLittle WheelHome Sheep Home, and Sissy's Magical Ponycorn Adventure, and World of Goo. Mechinarium is definitely artistic, and I think it has some cute points too. I hear that 3d Dot Game Heroes, Cut the Rope, and Obaku are pretty cute, but I haven't played them yet. What game do you think is the cutest?


Wednesday, October 19, 2011

Vital Resources for the Serious Glitch Player

I've mentioned that I'm completely addicted to Glitch, the new non-violent MMORPG. Let me make a list of web sites and spreadsheets that will help you optimize your game play.

Basic Stuff
Glitch Strategy Blog: they have the location list for the ghost-hunting quest, a rundown of real estate, etc.
Glitch Strategy group: Glitch group for discussing strategy.
Glitch Wiki: Lists of stuff and what it does.
Greasemonkey Scripts: Let you queue skills, see what places you haven't visited, and what achievements you haven't gotten yet. All of these scripts use pages in the Glitch Encyclopedia and your data to show what's going on. There's also an auction sniper, and a site that tells you how to learn skills most time-efficiently (warning: might not be most fun-efficient).

API Pages (see here for more)
The Glitch Resource Database: Where stuff is, like wood trees.
Glitchpedia: Compare what food you want to make with what you have.
Alchemizer: Compare what powders you want to make with what you have.
The Glitch Market: Market stats.
Glitchian Commodity Exchange: More market stats than Glitch Market. Includes under- and over-selling.
Zog's Glitchy Tools: Lets you see live auctions and which ones would be profitable to buy and sell back to a vendor. Also has location directory and am-I-wasting-space-in-my-inventory.
Agent 86's tools: Skillifier lets you see what order to learn skills most efficiently; Favorsaver does your donation maths.
Startling Fecundity: Lets you look at your entire inventory all at once, and make auctions from your ipad.

Other
Location List: List of locations that count toward travel achievements.
This picture of Ajaya Bliss shows the names of the rock places everyone references. I think Neva Neva is just as good and not as crowded.

Google Spreadsheets
There are a few Google docs out there made by dedicated users. I have faith in the Glitch community (and I've saved my own copies) that if a doc is editable you would edit it with only correct information.
Skill tree
List of street phases (for street building projects)
Food tree (compare to the Wiki's food stat sheet)
Chart of all when Rook attacks occur
Auction Spreadsheet (here are directions for use)

So, there you have it! Hopefully you are not AFK yet. Let me know if there are any resources I've missed.

an afk gltich


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.