Destructoid is a gaming discussion community updated nearly every 20 minutes by a tight-knit group of independent dirty uncles. Get involved by creating an avatar to post comments, upload videos, create your own blog, and meet new people that love gaming.   Returning Dtoider? login!
latest posts daily recapnew releases deals features reviews podcasts videos contests  
 previews
Retro Game Challenge, Big Bang Mini, and more
Stoked
50 Cent: Blood on the Sand
The Godfather II multiplayer
The Godfather II
more previews


 reviews
Word Soup
Crayon Physics Deluxe
KamiCrazy
Tatsunoko Vs Capcom
Crystal Defenders (iPhone)
more reviews


 podcasts

Podtoid 82: The Internet: making cannibalism easier with Rev Anthony

RetroforceGO! 74 tonight: Greatest retro boss battles with Chad Concelmo

The Podcastle 25: I can't remember what we talked about with Jim Sterling

More shows from the Gamercast Network

back episodes & iTunes info




 team
Nick Chester
Editor-in-Chief
Dale North
News Editor
Anthony Burch
Features Editor
Jim Sterling
Reviews Editor
Hamza Aziz
Community Manager
Niero
Founder/Webmonkey
editors
Ashley Davis
Brad Nicholson
Brad Rice
Chad Concelmo
Colette Bennett
Conrad Zimmerman
Daniel Lingen
Dyson
Jonathan Holmes
Jonathan Ross
Jordan Devore
Joseph Leray
Tom Fronczak
Topher Cantler
Samit Sarkar
contributors
Adam Dork
Ben Perlee
Charlie Suh
Joe Burling
Justin Villasenor
Mike Ferry
Mikey
Will Maddock

Living the dream
ModernMethod


11:28 PM on 02.22.2008

26 comments

GDC 08: Nuances of Design

Anthony Burch on GDC

erer

Yesterday, Jonathan Blow organized a talk called "Experimental Gameplay Sessions," where he pointed out some interesting, experimental indie games. I posted links to those games, but intentionally neglected to explain them for the purposes of forcing you to play them.

That's not what I'm doing with the games mentioned in the "Nuances of Design" lecture. Before the talk started, Blow walked around with a USB drive of all the games he'd be talking about, so we could play them as he described what made them so special or unusual. Similarly, I'm gonna post you links to the games he talked about (the available ones, anyway) before describing their importance.

So, hit the jump for that. 

flywrench

A game whiich is almost unfairly difficult at every single turn, flywrench by messhof has some really interesting gameplay mechanics, but also seems determined to piss the player off as much as possible. The discordant soundtrack is anything but encouraging to the player, the flight mechanics are absurdly punishing (one flap does almost nothing, two flaps makes you hover, three flaps shoot you up ridiculously high), and the level design just gets harder and harder.

Yet, the game ties the mechanics of movement to where you can go; you can't pass through white bars unless you aren't moving, red bars unless you're holding the flap button down, or green bars unless you're spinning. This combination of movement controls with goal achievement give the game its kick, despite the fact that it's really damn intense and frustrating. With that in mind, Jonathan Blow created:

 

nicewrench

While not yet available at the time of post, Blow promised to upload nicewrench sometime within the near future. nicewrench basically takes all the mechanics of flywrench, but removes the frequent death and intensity. Rather than focusing on simply getting to the end of the level, the player is meant to explore the playspace and grab stars. Rather than dying upon touching a bar of the wrong color, the player simply bounces off. It's flywrench, but calmer.

Which is why it isn't as good. However frustrating or unfair flywrench is, it's still pretty damn fun, while nicewrench is kinda dull; in creating nicewrench, Blow showed how different two games can be while still sharing the same central mechanic.

 

Stars Over Half Moon Bay

It's not out until next week, but Rod Humble's Stars Over Half Moon Bay is a very meditative, symbolic experience. Humble was present to explain his game, which surprised me given how intentionally minimalistic the actual game is.

Essentially, the player leads a black and white ball around a starry night sky with the cursor. As a wall of darkness slowly rises from the bottom of the screen, the player can make the black and white balls run over stars, creating a long (but temporary) trail of stardust. The player must then take the white and black balls to the darkness. At the point the balls hit the darkness, a box appears whose size is relative to the length of the stardust trail you had before moving into the darkness.

The wall of darkness rises and the player continues to drag stardust into the darkness, until the entire screen becomes black save for the little gray stars the player has amassed. The blackness then moves away, and the entire night sky becomes blank save for the little gray stars the player created, with which he can then create and share constellations.

Basically, the whole thing is a huge metaphor for creativity; you take aspects from the outside world and internalize them, then implement them, then release them back into the world. It'll make more sense when you play it.

 

Mr. Heart Loves You Very Much

Zaphos created this game for the Gamme256 contest, and he wanted to play with the idea of non-contiguous space in a puzzle game. Once he came up with the idea of this non-contiguous space (in case you haven't noticed by now, you can push the individual rooms around), he had to deal with how to create clever, interesting puzzles around such a mechanic.

Ultimately, Zaphos decided that each puzzle should only have one solution, leading him to abandon several previously-implemented mechanics. You used to be able to jump really high, rotate in midair, and even create clones of yourself who could then be used as bridges (a la P.B. Winterbottom). Once he found these aspects made the game too easy and nonlinear, he axed them. 

EDIT: Everything I said was pretty much wrong. Here's what Zaphos was trying to communicate in the seminar, from the man himself:

"Apparently I fail at communicating ... I guess it wasn't clear in the talk, but I didn't decide that puzzles should have only one solution. I just decided that _one_ strategy to build puzzles that surprise the player is to (1) make something 'loose' with likely many (unknown) solutions, (2) find the solutions and (3) make 'tighter' puzzles around specific solutions you find. I do think restraining to one solution makes the game easier to think about as a designer, but I don't think it's a general "should" of puzzle design. It certainly wasn't meant to be the general take-away from the talk!

Also I never implemented the 'a is for asexual reproduction' thing; I ditched it because it was hard to think about and hard to code, and Mr. Heart just a two-weekend project. I was just mentioning it as an aside in the talk because I thought it was a fun thing to think about.

So, yeah, apologies for apparently saying stuff that I didn't intend to convey at all.

(Odd that the stuff that I just stuck in the talk as random asides, labeled as interludes, is apparently the only stuff people got out of the talk? I guess the lesson is not to include that stuff?)"

 

Crayon Physics Deluxe

Interestingly, creator Petri Purho had a completely opposite philosophy to puzzle design: he loved the idea of there being infinite solutions to any one of the levels in Crayon Physics, which may be why the game won the iGF grand prize. Anything else you need to know about the game can be more or less extrapolated from here.

 

cursor*10

You're cooperating...with yourself. This sort of gameplay forces the player to think in a completely nonlinear way, forever planning ahead and using their time wisely.

 

Timebot

Timebot takes a similar time clone mechanic from cursor*10, but tweaks it a little bit and makes the game eight hundred times harder. Rather than having characters lives based on time, the player can make clones at any moment they deem necessary; however, you can only make a limited number of clones, and they will always repeat exactly what you did while you stay in the same position you were in when you hit the "clone" button. The game gets ridiculously hard as it progresses, but, like flywrench and nicewrench, shows how different two games can be with very subtle changes despite containing essentially similar central mechanics.


26 comments   |   latest by argones
Thanks so much for this! This is exactly what I was looking for ... read more


 

RELATED ARTICLES

GDC 08: Hands-on with Bionic Commando: Rearmed
26 comments

BioWare to lecture about Mass Effect 2 level design at GDC
19 comments

GDC 08: Initial impressions of Bionic Commando
18 comments

Game journalist pranked: we laugh with, not at
15 comments

The 2009 Independent Games Festival finalists have been announced
10 comments



 community blogs  (32178 Dtoiders!)
post a community blog
Game with us: Friday Night Fights
Meet-ups: Dtoiders in your city
New to Dtoid? Read the survival guide



 features next 20 features





 new videos next 20 videos
CES 2009: Prototype is 'all crunch, but no munch'
CES 2009: Digital Experience! overview video
CES 2009: Sixense one-ups the Wii remote
EA anounces four MySims games, we report
Someone hasn't learned: Cooper Lawrence talks videogames on FOX again



 popular stories last month's picks
HD DVDMod your useless HD DVD Drive to BURN PEOPLE'S FACES OFF!
21 comments + 95764 views
A boot to the headEconomics or stupidity: 1UP podcast firings to save UGO $2.5 million annually?
75 comments + 22348 views
Mortal KombatMortal Kombat vs. DC Universe: More fatalities revealed
70 comments + 18826 views
Also, bewbsDirty Lara Croft gets clothes off, this is videogame news
54 comments + 14632 views
ReviewsDestructoid Review: Crayon Physics Deluxe
24 comments + 13144 views
AliensA brief and bloody history of Aliens videogames
32 comments + 12904 views
AdsPenny Arcade promotes their game with flamebait from their biggest critic
79 comments + 12880 views
Halt, criminal scum!Left 4 Dead star suspected of robbery, shot by cops
47 comments + 10966 views
Street fighterCammy screens are not intellectually stimulating
30 comments + 10960 views
Featured articlesPlaying With Others: The act of betrayal
26 comments + 10438 views



 game figures & toys  via Tomopop

more video game toys




get involved

register or login
post a blog
post a forum
enter a contest
discuss a review
contribute a news tip
write a guest editorial
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meet-ups
seriously

about us
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator


Destructoid is an independently-run publication forged by our love of video games and the gaming industry's need of accountable enthusiast press
Living the dream since March 16, 2006