Games and Puzzles

Work continues to crawl along on Duet, however I have been banging my head against a few things recently. Notably I have this question of “How do I know if a game is worth a person’s time to play?” I have been reading some literature on the subject of games and puzzles, so I felt it would be pertinent to share some of my thoughts:

On games, versus Puzzles…

Duet is a puzzle platformer. But that really just describes the mechanics of the game, without really delving very deep into the definitions of such mechanics.

So, in the worst style of writing, let’s define these terms with help from the internet.

A Platformer is a type of video game “mostly presented in 2D” which features “jumping to and from suspended platforms or over obstacles” Requiring the character to start from point A and get to point B by jumping and traversing various obstacles.”

A Puzzle is a type of problem that “tests the ingenuity of the solver”, and according to puzzle collector Stan Isaacs, it is “fun, and has a right answer.”

So, these definitions seem about right to describe Duet. But my research seems to suggest a divide between games and puzzles. So the question that I’m proposing, is where do I draw that line? Is Duet a puzzle or a game?

There are many definitions of what a game is, but my favorite is:

“A Game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable.” – The Game, The Player, The World: Looking for Heart of Game-ness

Games typically are designed to be as replay-able as possible, the idea being to explore the nebulous space afforded by the game’s mechanics. Once that exploration is completed to the satisfaction of the player, Playing the game is no longer necessary or interesting. Therefore all games must be inherently educational and interesting, but one must remember that a person’s prior experiences in and outside of games can reduce the novelty of an previously unplayed game to a point where she may find it not worth her time.

Puzzles–as defined earlier–however are intrinsically free of replay value. Once a puzzle has been solved–deliberately and with understanding–it is no longer valuable to the solver. This is to say that puzzles are only replayable if the solver does not understand why he solved the puzzle in the first place. Puzzles are similar to games in that prior experience with similar problems can nullify the intrinsic value of a puzzle to the point where the intellectual gain from solving it becomes trivial. However, the primary difference between puzzles and games is the goal.

The goal of puzzles to find the solution, the goal of games is to win against an opponent. However, there are still contradictions within these definitions. What exactly is an opponent in a single player computer game, what exactly is a solution?

Duet, as well as other games (Braid, Portal) are (perhaps uncomfortably) straddling the line between games and puzzles. On one hand, they quickly fit into the earlier definition of a game, they are based on formal systems and rules, they do have quantifiable outcomes with different values assigned to them, the player does exert effort to influence the outcome, she feels attached to the outcome, and the consequences are negotiable. However, the games also fit the definition of a puzzle, they have a solution–solvable only once– having limited replay value.

So where do these games lie exactly, are they really games at all? Is a game a type of puzzle? Is a puzzle a type of game? Are puzzles, by their very nature, inferior to games?

The creative process…

The game that I am making currently is about cooperation. So what exactly does that mean? It means that every mechanic, every puzzle, and even every piece of art must be scrutinized to determine if it is core to this concept.

The process by which I create new mechanics for the game goes something like this:

Idea – From somewhere, either through playing the game, or from other games or other media, get a possible idea for a game mechanic.

Mentally Prototype – Imagine how the idea would affect the game. For some ideas, this is very easy. For instance, if the element has already been in another game. For others, I may have to skip mental prototyping, since the idea cannot be easily imagined.

Mentally Check for “Core-ness” – An interesting idea that does not fit with the games core theme is not worth implementing. For my game, the core theme is cooperation. In life, people like to establish relationships with people who have strengths where they themselves are weak. (In addition to common interests and similar experiences) Based on this aspect of human relationships, the players in my game must always have different abilities. Usually the bad ideas are those which do not create a give/take relationship between the players. Bad ideas are those do not create interdependence, but instead spur self-centered behavior.

Prototype – If the idea that I have cannot be discarded through mental prototyping, and seems like it may fit in the core of the game. Then I program it in, in the simplest way possible. Usually creating a bunch of dirty code. (But that’s okay, if it’s a bad idea, it’s a waste to write clean code)

Test – I try the mechanic out in many different situations, and in combination with existing mechanics. If the new mechanic creates any interesting puzzles that I couldn’t imagine when I first thought of the mechanic, then it is a candidate for the final game.

But how do I decide which things are interesting enough to make it in the game? That is certainly a tough problem, and there are many solutions. The simplest solution is to include everything that might be interesting. However, for my game, I have some fundamental guiding principles. I believe that the player of my game is an intelligent person, and should be treated as such. They are not stupid, and will be able to solve any of the puzzles that I can create for them, without breaking them down into simpler elements. I also believe that this player’s time is valuable to them, and I should respect their time, and not waste it. So therefore, I should never put filler into the game by repeating ideas that I have already explored.
Based on these principles, I will remove any puzzles which either waste a lot of player time on execution, or have very obvious solutions and may only be different than a previous puzzle in insignificant ways.

Even still, I struggle with this game every day. Sometimes I have to ask myself if the entire game is not just a waste of time for the player. It is certainly possible. But I am a game designer, and I want to make games, not incomplete products. So it is better to ship a game that I found interesting, even if no-one else will, than it is to not ship a game. As the Duct Tape Programmer says, “Shipping is a feature. A really important feature. Your product must have it.”

So time marches on…and there is much work to be done.

New demo for Duet.

So, I’ve officially named the game now. It’s called Duet. There’s also a new demo, which you can download here. (Sorry, Demo is no longer available, the game is in full production swing now, so the prototype is pretty much off limits to the general public)

Me and my fiancee have been working on some concepts for the art style of the game.

These are very work in progress. They are mainly intended to help discovery of the mood for the game.

Some good news, and some bad news…

Well, it’s that time again. The time of the month that I suddenly realize that I haven’t posted anything on this blog in a few weeks. But anyways, I said had news, so I should get on with it.

I always feel that it’s best to get the bad news out of the way first, so that the good news can give me some hope in the end. It’s more dramatic that way. So the bad news is that Fij is postponed indefinitely. Meaning that I most likely won’t work on it for a while. Truth is, I probably won’t finish it, looking at my history of unfinished projects. However, I definitely have some ideas that I want to pursue with Fij, so it will sit on my back-burner.

The good news is, I’m working on a new project in Game Maker. Which I know probably seems like a step back from real programming. But it’s actually going great.

Screenshot
Standing on a precipice

The game is about cooperating to solve puzzles. So it’s naturally a two-player game (at the minimum.)

Screenshot, again
A puzzle!

I don’t currently have a name for the game, so it’s just Untitled Cooperative Platformer in my mind right now. I also don’t know whether the current graphics are any indication of what the final game will look like, but the little blocky people have a certain charm to them, don’t they?

The design process is sort of an exploratory one, I just doodle out levels and try out any gameplay elements that I might be thinking of in different ways. If I can make it through the level some how, then it’s a puzzle. But usually I don’t know if I will be able to make it through the level before I test it. So the game is telling me what it should be. And I’m just sort of letting it become itself. Not to say it doesn’t require work, or that there aren’t bugs. But I do keep an open mind before I squash bugs, and try to see if the bug is actually functionality in disguise.

And just in case you want to test it out in it’s currently simple state, here’s a demo-ish length version of the game. It is my first game maker game, so if there’s some wierd .dll file you need, then let me know. Feedback of any kind is gladly appreciated. However, do keep in mind that it requires two players to play the game. It is possible to get through it on your own, but it would require some serious skills.

(Sorry, demo is no longer available for download.)

Jumpman

Jumpman in Paradise
Jumpman in Paradise

The 2D platformer genre is one of the most common among indie games. And lo-fi graphics seem to be all the rage these days, So why should you play Jumpman?

Because Jumpman brings the platformer back to life in a beautiful way and then hammers a few more nails into the coffin. Despite the familiarity, Andrew McClure has created a game to which all platformers following should be compared. Jumpman not only feels like something new, but it raises the bar for inventiveness so high that you will be left wondering what more can be done with the genre. If you are a game designer, it’s a damn tough act to follow, and every bit as important as a study of the genre as Super Mario Galaxy. If you’re not a game designer, this is a crazy inventive and mind-bending game which may just make you feel like a kid again, in a good way.
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I guess I did forget this time…

So, it’s three months into 2010, and I still haven’t done all of my 2009 movie reviews…So, let’s get on with it.

But first, an update on Fij: Work has been stalled a bit recently. But I hope to get back on it soon. The next feature I hope to implement will be a bit difficult to…uhm…implement. Trees.

Alrighty then, on to the reviews…

Bruno

So, I’m sure by now, everyone in the world and their mom has seen Borat. It was undoubtedly a great film, with an honest-yet-scathing look at the heart of America’s xenophobic culture during the last decade. Sacha Baron Cohen was deemed a comedic god, and everyone wondered what he would do next. So Bruno is a little of that, and a lot of something else.

Whereas Borat on the surface appeared to poke fun at Middle Easterners, underneath the surface of offensive Kazakhstanian stereotypes, the movie was really poking fun at Americans. Much of the joy that came from the scenes in Borat was the sense that the people Cohen was duping really just deserved what they were getting. They never seemed to see Borat as anything other than innocently uncultured.

The picture in Bruno is much different. Not only is Bruno a flaming gay stereotype which will quite easily offend the entire gay community, but as an audience member, you never really feel as if the people deserve what they’re getting. It’s mostly painful to watch, with little reward for your suffering. (I mean, what did Ron Paul do to deserve that?)

Continue reading “I guess I did forget this time…”

Ah, you thought I’d forgotten…

Well, I haven’t forgotten, and I will continue immediately with more movie review of 2009! Yeah, that doesn’t sound as cool now that it’s February, but still. It’s a fun exercise for me. Before I start however, I feel the need to give some update about the status of Fij. As is, I’ve been secretive to the point of misleading someone to think that I’m not even working on it.

Things are going rather well with the game. The game itself is up and running, although the features are quite minimal at the moment. I may or may not have a video soon. I’d like to have something more interesting looking before I show it off. The editor and the game have split off developmentally, so that I can continue work without having a huge mess of code that’s unrelated to the game. Although it would be nice to have a one button game-test inside of the editor. I feel that I’ve made the best decision for the moment. The game engine itself is designed to hopefully be the start of something I can reuse on more projects. Although I haven’t gone overboard on making it reusable. The important thing is to complete this game, after that, if I have some pluggable elements for the next one, then that’s just an extra bonus. I’m also in the process of looking for music that suits the themes of the game. It’s a bit difficult though, as I need to find either royalty-free music, or pay-licensed music. Of course, I could write my own music, and I may still consider that option if I can’t find anything better.

Now, on to some more reviews:

Continue reading “Ah, you thought I’d forgotten…”

Sorry, I just had to…

As an game designer, I look at games a little bit differently than most people. I try to be critical of video games as a medium, and not just games in particular. I also try to avoid playing games that I think will waste my time. I know that looking at scores for video games online is not an objective way to decide what games to play. However I’m baffled at the how positive the reviews were for Bioshock.

No offence if you’ve played Bioshock and loved it, but I just don’t understand why people would score the game better than Half-Life 2. And I don’t want to seem stuck in the past, I just feel that Bioshock was a flawed game.

Also, if you haven’t played Bioshock, I warn you that there are spoilers below:

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Some new swagger…

Well, in Fij news, I’m still working away on it. I’m about halfway (I mean, how do you make an estimate of these things) done with the editor, and therefore, the underlying structure of the game. I’m in the process of refactoring some things so that I can add more features easily. I’ll leave you with something mysterious:

How do you forgive someone who never apologizes for what they’ve done?

Well, it’s 2010 now. In the past year, I watched a lot more movies than I usually do. Well, at least in theaters I mean. So perhaps I should talk about some more recent things I’ve seen. Or at least the ones that I didn’t already talk about…hmm…

So, I guess I’ll just go through all the movies I’ve seen that came out in 2009, including Up in the Air, which I just saw the day before yesterday, so I didn’t exactly see it in 2009, but it’s a film from the last year, so I’ll keep it in here. So, here’s my brief, or maybe not so brief reviews of 2009 in film.

Continue reading “Some new swagger…”