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Review: Kodu Game Lab photo

After being involved in the creative process of a few indie games, I've acquired quite a taste for game making. I now feel that I won't be completely satiated until I make a game all on my own. There's just one problem -- I don't know a thing about programming. I've been going through Game Maker 7's many tutorials little by little during my spare time, but I still don't know a whole lot about what I am doing and why it does what it does. That's why when I was presented with the opportunity to take a look at Kodu Game Lab for Destructoid, I jumped on it.

Microsoft's Research Department created Kodu Game Lab with the desire to allow all people to be able to make their own games using XNA. This quest to give even the smallest children the creative freedom to make a game all their own is a noble one, in my opinion. And hey, if it's simple enough for a child to use, maybe I could use it to make a great videogame. At the very least, maybe I could take something valuable away from the experience.

Now that I've spent a lot of time messing with this program, let's see if I can do this right:

WHEN (mouse) (left click) (jump text), DO (create) (review) (Kodu)

Kodu Game Lab (Xbox 360 Community Games)
Developer: Microsoft Research
Released: June 30, 2009
MSRP: 400 Microsoft Points/$5.00

Microsoft wasn't foolin'; Kodu couldn't be more simple to understand and use. It's as easy as understanding the concept of "WHEN (something happens), DO (something)". WHEN and DO are the constants, and you can edit everything else to your heart's desire. The program is all wrapped around a very simplified menu system labeled with easy-to-understand images and words to help you along.

The bumpiest part of the experience by far is the beginning. There are three tutorial levels to get you started, but as far as I could tell, they were incredibly unhelpful. For example, the first one asks you to program a character so that you can move it using the left analog stick, but after giving you these instructions, it doesn't go into any detail on how you're supposed to go about doing it. Nearly clueless, I was left floundering around a bit until I realized that you had to press Y on a highlighted character to edit its code. I probably would have had even more trouble after this point if I had not messed around with Game Maker so much.

A person who has no experience with any programming language or game making program will have to go through and do a lot of experimenting in the beginning before they realize what exactly they're supposed to do. A lot of it is self explanatory, but it still feels counteractive to the idea that Kodu is supposed to be approachable by all age groups. This lack of direction in the tutorial levels and beyond may cause the younger set to lose interest in what they're doing.

Fortunately, as I stated earlier, the way in which Kodu presents XNA makes it so easy to learn that once you fumble your way through the learning stages, you will pretty much know all you need to start making a game on your own.If you get stuck along the way, there are plenty of pre-made games, levels, and character/item codes to study.

You can either build off on one of the pre-made levels or start with a blank world. Either way, a press of the back button will pull up the editing menu (and another press of it will let you test what you've got). From here, you can place characters, draw the landscape, make water, create hills and valleys, and mess with the general settings of your game. Most of the sub-menus come up as wheels that show you all of your options. There is a staggering amount of patterns to use, as far as the landscape goes, making it easy to create a unique world for your game to take place in. Aesthetics ultimately take a backseat in the grand scheme of things, but it is nice to have the tools to really polish your game's look.

The main "characters" of Kodu are its' namesake, which are floating mechanical heads of sorts. I went in thinking that they would be the only characters programmable for the player to control, but I was pleasantly surprised to find that there are over a dozen other mechanical creatures to make player characters, baddies, and NPCs out of. However, what you can do with each one specifically is somewhat limited. They all have a certain set of things that they can and can't be programmed to do, a short summary of which is given when the character is hovered over in the menu. Most of these limits make sense; the fish character cannot be programmed to move outside of water areas, while the blimp and saucer can move through the air on both the X and Y axis. But then there are some weird ones, like having only one character who can be programmed to jump.

While selecting characters and objects, you can either press A to place a "blank" character or Y to pull up a list of example code for it. Selecting one of these examples will place the character in-game with the code already programmed in. You can create some surprisingly complex AI for your characters. They can be programmed to react to some very specific things, whether it be color, sound, or a programmed emotion. By the end of my experimentation, I had an enemy type that attacked me because I was a turtle, and turtles made them angry. This made the turtle lose health and become unable to shoot, which in turn would make it sad. A helpful character who was programmed to react to the turtle's sadness would then rush to my side and shoot the enemy, making the turtle happy again.

On the negative side of things, the controls were a tad slippery and imprecise. At first, I thought it was just my shoddy programming, but even playing the ready-made levels, I felt that things could use a lot of tightening up that Kodu's system has no reign over. Yeah, that's right -- there's no way to view or edit the real text code, which is a shame. It would have been a very nice step up in the learning process to at least be able to see what you have done in its pure form. If you buy Kodu believing you can make a game on par with the better Community Games out there, you will probably come out disheartened.

Another unfortunate thing about this program is that, as of now, people can only share their creations with people on their friends lists. This was the biggest bummer to me, and may turn away a lot of people. Hopefully, worldwide level sharing will be implemented sometime in the future, so that everyone can exchange their ideas freely. I really can't see there being any legal troubles involved here; if someone were to carbon-copy Super Mario Bros.'s Level 1-1, it still wouldn't look a thing like what it paid tribute to.

As something that is supposed to be more than a mere level editor, Kodu may feel too simplistic and constrictive to a lot of people. But its limits are there for a reason: to keep things from getting too complicated. Education for all people is the foremost concept pushed by Kodu, but even with all of its limitations, there is enough there to enable you to come up with something all your own, whether it is a racing game, a 3D platformer, or a scrolling shooter. You can even manipulate the camera and character movement settings in such a way that a 2.5D sidescroller, first-person shooter, or a fixed-screen game can be created.

For the paltry sum of five dollars, Kodu is worth a look for those who want an easy way to learn XNA or who want a little more creative freedom than most level editors can provide. If you're unsure, the downloadable trial is a timed demo, but fully featured. You should be able to mess around with it long enough to make a decision either way.

As for me, I really love what it offers. I feel like a young child really could learn how code works with the help of this system, and giving everyone the gift of expressing themselves through the game medium is a pretty damned great one. It certainly helped me to better understand the inner workings of a videogame. Now that I've experimented with many of my game ideas in Kodu, I can take what it taught me back to Game Maker if I want. But I might stick with Kodu a while longer, just to see the first build of my ideas in practice.

Score: N/A


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31 comments | showing # 1 to 31

Magnalon's Avatar
Magnalon at 07/16/2009 14:05
So it seems like this is a cute, cheap little way to get a "baby XNA" experience. I never understood why this was ever built up to try and take on Little Big Planet.
dangerman's Avatar
dangerman at 07/16/2009 14:05
Im still on the fence on this one, I'll probably just get an XNA premium account and make XBox Community/Indie games anyways.
Tristero's Avatar
Tristero at 07/16/2009 14:13
Is there a way to incorporate text into the game to give it more of a specific feel or flavor?
wanderingpixel's Avatar
wanderingpixel at 07/16/2009 14:17
This is a great first step for budding designers. I would suggest using this first and then moving on to game maker.
Ashley Davis's Avatar
Ashley Davis at 07/16/2009 14:19
@Tristero: Yes! You can insert a text intro to your game and create dialogue for your characters.
Tristero's Avatar
Tristero at 07/16/2009 14:24
@Ashley: Thanks! That's all I needed to know. I'm definitely downloading it now.
Ashley Davis's Avatar
Ashley Davis at 07/16/2009 14:25
@TheJesusNinja: Game Maker is a PC program that allows one to develop games without a huge knowledge of code. The only drawback to it is that the games made with it can only be run on Windows, but it's a good way to learn and make your first couple of games.
Monodi's Avatar
Monodi at 07/16/2009 14:38
@Ashley Davis

NOW I am interested in this game... maker. Giving them a title screen and all it's an awesome touch.
RonBurgandy2010's Avatar
RonBurgandy2010 at 07/16/2009 14:41
I wish this was for PC too.
WarZombie's Avatar
WarZombie at 07/16/2009 14:45
So okay, if you HAD to give this a score, what would it be? Would you recommend it to someone who doesn't want to be a game designer, but wants to try out the field? I've never tried my hand at making games, but is it simple enough so I don't get confused?

Sounds great, though.
ZombiePlatypus's Avatar
ZombiePlatypus at 07/16/2009 14:50
The demo didn't sell me on the game at all, and it was deleted shortly thereafter. It didn't seem like there was much I could do, it was just so limiting.
Ashley Davis's Avatar
Ashley Davis at 07/16/2009 14:58
@WarZombie: Rating as a program and not a game, I would give it around an 8. It's really good for what it is, and I believe it is simple enough for anyone to use! I only had a very very very tiny knowledge of code before using it, and I found I was quickly able to jump right in and start making things. The only problem with it, like I mentioned in the review, is getting started.. but that's really more of a problem with getting to know the menu system, rather than the programming itself.

I'd definitely recommend it to someone who wanted to know what the experience of making a game is like.
Holyetheline's Avatar
Holyetheline at 07/16/2009 15:01
Game Maker is something I definitely want to pick up. I love Kodu and what it has to offer. If anyone in this blog is interested in seeing a game (2 different versions) that I have made I would be more than happy to share it with you. It's a color based action game that turned out pretty neat. If you're interested my gamertag is Affinitia, just send me a message and hit me up, we'll start a tedious sharing session.
Ashley Davis's Avatar
Ashley Davis at 07/16/2009 15:03
@ZombiePlatypus: Yeah, I think the limits will turn a lot of people away, but I see them as a sort of positive, as far as the target demographic (the person who knows nothing about how to program a game) is concerned. If there were no limits to what you could do, it would be harder to decide what type of game to make. The more time spent planning every single detail out, the less time you'll devote to learning how to make a game. If you're just starting out, the best place to start is with something simple, and Kodu enforces that simplicity while retaining a lot of the bells and whistles for those who want a bit more.
Naim Master's Avatar
Naim Master at 07/16/2009 15:48
Too bad I only have a PS3 , it looks very interesting to me !
Dexter345's Avatar
Dexter345 at 07/16/2009 16:01
I tried out the demo, but I didn't get very far when it told me my time was up. I sort of intend to pick it up again, but I don't know if I have the patience.
Tino's Avatar
Tino at 07/16/2009 16:13
I almost want to mock flame and start yelling bias and that I disagree with your score but with the mood of this review and comments I see it would be unwelcome.

However this was a great read. I'm the kind of person who even finds Game Maker complicated and confusing. Maybe I need to sit down with it again and try harder. Or maybe check out this Kudo business.

Thanks for the insight!
Dr Milkdad's Avatar
Dr Milkdad at 07/16/2009 17:22
I think I may pick this up.
Rigby's Avatar
Rigby at 07/16/2009 17:24
I've had fun mucking about in this, but I really wish I had a whooole lot more customization for pretty much every aspect of character/prop design. But then I guess it would be a fully featured program and cost a lot more for five bucks, so you get what you pay for.

Nonetheless, if you were a nerdy kid like I was and programmed in QBasic to make a dot move across the screen and consume other dots while bigger, red dots came after you - I would highly recommend this game creation tool, you will sink at least a few hours into it.
Ravana's Avatar
Ravana at 07/16/2009 17:31
This looks like a lot of fun, but I think I'm going to take Ashley's intended/unintended advertisement of Game Maker and give it a shot! Haha :)
The-Excel's Avatar
The-Excel at 07/16/2009 18:00
I have Game Maker 7. I have to make a completed project with it.
rsquad's Avatar
rsquad at 07/16/2009 19:33
Tried it a buddys house.

Thought it was pretty lame.

Better luck next time.
ZServ's Avatar
ZServ at 07/16/2009 20:50
Fuck kodu game lab. worst five bucks i ever spent.
adultswim810's Avatar
adultswim810 at 07/16/2009 21:34
i understood game maker when i was 8. kodu is for pussys.
Chronic Logic's Avatar
Chronic Logic at 07/16/2009 23:23
Game Maker seems more appealing than kodu. I'll think I'll spend my 5 bux elsewhere...
laika one's Avatar
laika one at 07/17/2009 03:04
how hard do you think it'd be to make an RPG, or monkey island style adventure game with this? Or do you think that's beyond it's capabilities?
Gavin's Avatar
Gavin at 07/17/2009 04:20
I got it but haven't had the time to sit down and try it out...gonna hopefully do that this weeked. Damn Battlefield 1943 has been sucking away all my gaming time this past week and then Coral Sea just HAD to be opened up. BTW here is a great Kodu forum where they are working on numerous game projects: http://moco.net/korum/
laika one's Avatar
laika one at 07/17/2009 07:22
i just realised it's not available in australia... Nevermind :(
Leathersoup's Avatar
Leathersoup at 07/17/2009 09:22
I understand your pain. When the first tutorial showed up and I was supposed to get the character to the castle. I spent 10 minutes or so trying to use the pathing tool to draw a path from the character to the castle. I didn't notice the 'Y' to edit the character until after that.
glandseck's Avatar
glandseck at 07/19/2009 14:21
After a quick glance at game maker, I find that some people may be better served with Multimedia Fusion, depending on what you're trying to accomplish.
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