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GDC 08: Nuances of Design

11:28 PM on 02.22.2008, Anthony Burch 26 comments

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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.


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Samit Sarkar's Avatar
Samit Sarkar at 02/23/2008 00:04
@EDS: Nope, he’s too busy writing up his epic posts. So I don’t blame him.
EternalDeathSlayer's Avatar
EternalDeathSlayer at 02/23/2008 00:10
I know, I realize he's been posting a fuckton of great stories lately.

So a question then: WTF does the Rev Ant do when he's not contributing to Dtoid? Cause this man should be making the games we love, not just writing about him.

I've never encountered anybody on the internet who has an eye for game design (and a passion to boot) like the Rev.


Come on Rev, when you're finished writing epic posts, drop a comment so I can die a happy man.
Wedge's Avatar
Wedge at 02/23/2008 00:53
Hey Rev, the link to cursor*10 goes to Mr. Heart Loves You Very Much.
braulio09's Avatar
braulio09 at 02/23/2008 00:53
i'm pretty sure i've seen the rev comment on his reviews...hmm
EternalDeathSlayer's Avatar
EternalDeathSlayer at 02/23/2008 00:57
I'm sure he has, braulio, but I've never seen it personally is all.
Anthony Burch's Avatar
Anthony Burch at 02/23/2008 01:11
EternalDeathSlayer:
Firstly, hey look at me I'm commenting.

Secondly, it's kinda funny/kinda depressing that you mention the game design thing. While this week's GDC has been one of the most incredibly enjoyable experiences of my life, it's also made me feel like a worthless piece of shit. Sitting at home writing game criticism, I could essentially fool myself into thinking that only 40 year old badasses could create compelling games on their own, and that I could eventually get to it way later on through writing in Hollywood then trickling down to games like Ken Levine did. Or something.

Then I fucking met the PT Winterbottom guys. The lead designer is only like a year or two older than me, was a film major like I currently am, and then just up and decided he wanted to be able to make really innovative, ambitious games. So he taught himself flash -- TAUGHT HIMSELF -- and then somehow learned to write the Winterbottom mechanics (self-cloning, alternate timelines) in FUCKING FLASH. I don't know the first thing about the technical aspect of game design, but I used to pride myself on the pathetic notion that, eh, maybe the fact that I'm good at critiquing game design means something.

It doesn't.

These motherfucking indie developers are doing INCREDIBLE things, on their own, teaching themselves, and it's impossible for me to consider myself anything but a lazy sack of uncreative shit as a result.
EternalDeathSlayer's Avatar
EternalDeathSlayer at 02/23/2008 01:24
Thanks, I'll go die happy now. lol.

Wow, what a response. Hey man, not everyone's perfect. If you want it, you can do it. IMO you're pretty good with games, you seem to know your stuff. I wouldn't say you have to know how to make the games, but you could certainly be the guy who tells the code monkeys what to do and where.

If you have a truly great idea, then the rest will fall into place if you keep trying. Or not, but you get the point.

Don't get too down on yourself dude. You sound like we're never gonna see you again.....
topgeargorilla's Avatar
topgeargorilla at 02/23/2008 01:29
you should just kill yourself then Rev.

I think Ratatouille would make you feel better about the life of a critic. and it's super cute.
EternalDeathSlayer's Avatar
EternalDeathSlayer at 02/23/2008 01:32
that was harsh.....
topgeargorilla's Avatar
topgeargorilla at 02/23/2008 01:37
I was kidding!

here Rev, I'll make you a cookie. with chocolate.
NihonTiger90's Avatar
NihonTiger90 at 02/23/2008 01:45
Rev Ant does not sleep. He must always be on alert for the best news tories so he can write them up.
Wedge's Avatar
Wedge at 02/23/2008 01:54
Hahahaha, that's how I felt interning at Garage Games XD.
Zaphos's Avatar
Zaphos at 02/23/2008 01:56
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?)
topgeargorilla's Avatar
topgeargorilla at 02/23/2008 02:20
hey, it's the dude!
Anthony Burch's Avatar
Anthony Burch at 02/23/2008 03:01
topgeargorilla:
Incidentally, that's exactly what Chad and I talked about to make ourselves feel better after playing Fez. That we were maybe somehow embodying the "the job of the critic is to defend the new and unusual" thing.

Zaphos:
I'm pretty sure it just comes down to my being incredibly shitty at taking notes. Either way, I'll edit what you just said into the post proper.
Necros's Avatar
Necros at 02/23/2008 05:05
Wow, I never knew that so many film majors are eventually tied to the games industry. I know that Major Nelson graduated from the exact same Television/Film program I'm in here at SU, but I figured most people in the industry took other routes of study. It's nice to know that I might have the flexibility to expand into games someday.
EternalDeathSlayer's Avatar
EternalDeathSlayer at 02/23/2008 07:24
And if you do that, Necros, and I see your name in a game or film's closing credits, I can "HEY, that guy told me to GTFO his internets once! I'm famous!" lol.

That would be win.

jk
Professor Pew's Avatar
Professor Pew at 02/23/2008 09:48
Don't forget that the creators have to worry and stress over every part of their creation: Will people like it? Will they totally destroy me on the internet? Will I have to kill my brainchild? What if I think this part is great while 90% of testers seem to hate it?

You only have to deal with us instead ;)

Maybe in 20-30 years, people will remember the RevAnt who won the first Pullitzer for a gaming blog. And who then tells the youth that neural/Holodeck gaming can't possibly ever be art..
Eschatos's Avatar
Eschatos at 02/23/2008 13:26
Some day one of those games will be made by me.
Tubatic's Avatar
Tubatic at 02/23/2008 21:24
"These motherfucking indie developers are doing INCREDIBLE things, on their own, teaching themselves, and it's impossible for me to consider myself anything but a lazy sack of uncreative shit as a result."

I feel ya.
Holyetheline's Avatar
Holyetheline at 02/24/2008 09:28
It seems like Indie development is really on the rise these days. It's interesting... a few years back you would hardly hear anything about indie games.
HarassmentPanda's Avatar
HarassmentPanda at 02/24/2008 18:43
Really great post once again, Rev. Don't get too down on yourself. You've still got time to keep writing for Dtoid and teach yourself coding. I once had a brilliant Con Law professor that was very well known in both media and academic circles and overall one of the busiest people I've ever met. When asked how he had time to do everything and still raise a family he said that it was easy, just keep everything low quality. Hopefully you can put those words of wisdom to good use.
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