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game design

Wikipedia as a Life Line for the Creative Urge

on Fri, 10/28/2011 - 12:42

If you are like me - and I know I am - then you know that when the creative urge strikes, it doesn't always come hand-in-hand with ideas. You know you want to do...SOMETHING... but have no idea what that thing is. Much like the adrenaline high of a sudden scare which leads nowhere, the creative juices which were so powerful in the morning sit unused, and gradually sour into an afternoon of sitting fatassedly on the couch, watching television.

While browsing through Wikipedia the other day in the grip of post-urge ennui, I realized that the "On this day..." link on the right side of Wikipedia's main page is a treasure trove of disparate events, united by the theme of having happened on this particular date, offset by a certain number of years. What if someone was to take a random-ish handful of the events which happened on a day, and from them construct a story, or a poem, or the plot to an adventure game? I tend to look at things through the lens of a semi-practicing Buddhist, so the idea of cycles and recurrence appeals to me, and the filter of requiring a specific date makes the data set manageable - it provides the constraint which helps stave off the onset of option paralysis.

Putting this idea into practice, look at the page for September 25. A lot happened on this date in history. Here is a (very) small sample:

275-Tacitus becomes Emperor of Rome.
1513-Balboa reaches the Pacific Ocean.
1775-Ethan Allen surrenders to the British.
1789-Creation of the Bill of Rights.
1972-Norway rejects membership of the European Union.
2008-China launches the spacecraft Shenzhou 7.

Fletcher Christian was born in 1764, Lu Xun in 1881, and Catherine Zeta-Jones in 1969.

Johannes Secundus died in 1536, Pope Clement VII in 1534, and George Plimpton in 2003.

Coincidence? I THINK NOT!!!

But you can see where I am going with this. Narrative frameworks could be constructed which follow specific threads or sub-filters of the information on that page - say, only the events which are political in nature, or only the deaths of artists, or only the births which happened in years evenly divisible by 10. Start with a set of disjointed data. Apply an arbitrary filter. Come up with a loose narrative which allows for a significant number of the events in the filtered set. Apply a second filter. Tighten the narrative. A third filter. Now the narrative either falls apart, or contains within it the seeds of a story.

While it can be difficult to pull a complete story out of such an exercise, it can provide the seed of something much more complex. Or, perhaps there is a poem somewhere in the mix. Or the framing story of a game. Or even a film script.

At its simplest, constructing a coherent story from such an arbitrary list of data is a good thought experiment. With National Novel Writing Month starting in a few days this could be the seed of something amazing.

Curse You, Amazon Gold Box!

on Thu, 10/13/2005 - 10:30

Saving up money for the new house has been more difficult lately, what with all of the great books popping up in my Gold Box.

First up was What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee. When I first opened the book I was struck with the fear that Mr. Gee might be a wanker, because the chapters had names like “Semiotic Domains”, and “Situated Meaning and Learning”. Turns out I was wrong; Mr. Gee has many useful things to say about the spaces our minds inhabit when we are immersed in the gaming experience.

Next: A Theory of Fun for Game Design by Ralph Koster. I have not read this one yet, but a quick skim tells me that the ideas in this book will be compatible with the ideas in Mr. Gee’s book.

And finally, Chris Crawford on Game Design by Chris Crawford. I love this book. Crawford uses lessons learned over twenty years of designing and building games, to come up with 95 principles to keep in mind when starting the game development process. He is a wonderful writer.

Only a few more weeks until A Feast for Crows hits the shelves. Five years is a long time to wait for a sequel.

Gaming and Surfing

on Tue, 04/19/2005 - 00:00

As I dive deeper into the theory and structure of the training courses, I realize that a lot of basic usability features of web pages and applications map closely to the features of adventure games which we consider vital and part of "good gameplay".

Consider personal inventory. You are in a small room. You are wearing a backpack which contains a coil of rope and some food . Compare this to any of the numerous checkout screens at Amazon.com. Your shopping cart is used in the same way: You put something in it, and while you move from page to page (room to room) the things you put in the cart stay in the cart. They are available for you to use whenever you need them.

Consider navigation. In an adventure game it is considered poor form to put the player in a room from which there is no escape. By "no escape" I mean that the player character is alive and well, but cannot backtrack and cannot go forward. The only way out is to restore a saved game or manually restart the game (play with the game rather than within the game). This is analagous to hitting a page in a website where there are no navigation elements and the only way to move to a different part of the site is to hit the web browser's "back" button (restore a saved game) or type a new URL in the address bar (restart the game).

I am sure there are many more parallels, but these seemed to be the obvious ones.

Less Play, More Build

on Tue, 06/08/2004 - 00:00

So I was playing Diablo II last night for the eighty-twelfth time and I decided it was past time to stop playing games eighty-twelve times and start building them instead. To that end, I am slowly gathering together notes from the past couple of years when I have really *meant* to start building games, along with various books on the subject, notes and code from the Adventure Game section of this site, and printouts of the source code from completed games, written in BASIC, and played to death on my old Commodore-64, twenty (egads!)years ago.

But my ideas have evolved over the past couple of years, and I have been playing around with artificial evolution and exploring the possibilities therein.

And I have discovered something.

I have spent over half my life playing adventure/role playing games of various kinds. The object of these games is to make your character more powerful, usually by earning points of various kinds and using them to enhance one or more out of a broad group of possible characteristics.

In artificial evolution experiments, particularly in things like biomorphs , the chromosome starts out simple, then gradually increases in complexity as more and more generations are born.

The characteristics of an RPG character can be considered genes. The genes used to describe a biomorph can be considered characteristics. The points used to advance a character are analogous to the increasing complexity in an evolving organism. The only real difference is, the biomorph is Darwinian evolution, and the RPG character is Lamarckian.

In other words, level advancement == increasing complexity.

Knowing this, why not simply create a gene pool from which can be created a near-infinite number of creatures? Evolve the genotype, rather than building the phenotype! Keep things from getting out of hand by defining what proportions of one group of genes to another makes a critter an animal, a plant, or a whatever is needed to fit the storyline of the game. Need more variety? Make the chromosome larger! Need the game to be science fiction rather than fantasy? Change the code which interprets the chromosome, create some new graphics, and now you have a near-infinite variety of robots.

Once the genotype and phenotype engines are completed, the user can play God or Nature and go in and modify a specific instance of the chromosome to create a specific creature. Mutations of this creature can then be created to suit specific needs.

There. Now that my big idea is made public, I need to start building something.