Oh, wow. The gaming world must have been really active this week, because I picked up a ton of links without even trying. Gonna keep commentary short, OK?
Let’s start with a number of retrospectives: a brief one of Street Fighter II (the arcade version; to me it was always a Super Famicom title), a longer one of the recently rediscovered Habitat, the world’s very first graphical MMO, that a team is now trying to revive; and an interview with John Romero about a long-lived tile editor.
Still on the topic of tools (it’s a recurring theme this week), Emily Short posts some general advice on making your own, which applies to a lot more than interactive fiction. Especially relevant considering the vast number of tools these days made for easy, visual creation of HTML5 games. Fans of retrogaming might be more interested in how to set up Arcade Game Designer on the ZX Spectrum, while for RPG developers there’s Uncharted Atlas, an unusually realistic generator of fantasy maps.
In more general game design news, we have an article about blending procedural generation with handcrafted content, and another about basing a game in real-world history. And for an announcement I can’t possibly pass on, Seltani is now on itch.io.
I’ll end with a bit of a rant. My friend and regular reader fluffy has returned to game development after a long absence, with a jam entry called Colorful Critter. And unfortunately I was completely unable to play the game on Linux. See, fluffy went with Love2D for this project, which is a very tempting choice (I considered it). Trouble is, Love2D games are nowhere near as portable and easy to distribute as its creators would have you believe. Let’s take it step by step:
- Most Linux distributions carry an ancient version if at all.
- Official binaries are only available for Ubuntu.
- The Windows build doesn’t work under Wine.
- Building from source is way too much trouble just to play a few games.
It should be noted that most of these issues are due to the use of SDL2, a notoriously finicky library with multiple components and dependencies that make it hard to build and ship with a game, an issue made worse by its creators’ insistence that people stick with dynamic linking. (Pro tip: no programmer is going to pluck a DLL straight out of another app and use it as such; they’ll look for the official website.) And yet it’s somehow become a de facto standard for 2D and even 3D game development. Go figure.
But I’m already way over my quota for the week. See you next time.
This is somewhat off-topic here, pertaining as it does to software in general, not just games; though in my defense, the article that prompted it, called How Technocratic Hyper-Rationalism Has Birthed Right-Wing Extremism, does turn out to be about games in the end. But games are software, and software development has been going through a massive crisis lately. Two, actually: one of burgeoning complexity, and one of relevance. And this ties into a bigger trend — pointed out by the aforementioned article — of people focusing more and more on the shiny toys while forgetting the who, the what and the why.
I ranted against techno-utopianism before: the childish belief that more shiny toys will somehow cure all the world’s ills by their mere presence, when it’s not the toys you have, but how you use them. (Look at the hubbub surrounding clean energy and self-driving cars when the Paris Metro has been automated and nuclear-powered for decades — and yes, nuclear is cleaner than coal.) Or that computer algorithms are somehow objective and unbiased, a notion recent case studies have thoroughly dismantled, but one technocrats love, for obvious reasons: it justifies the status quo in which they rule the world.
In the software industry, this attitude took the form of successive technologies being touted as panacea. In turn, we were sold structured programming, logic and functional programming, OOP, UML, XML. More recently it was frameworks, and now everything is package managers and deployment systems.
Hello, everyone! It’s yet another good week, despite my interests still lying well outside gaming for now. Let’s start with a couple of game retrospectives from Hardcore Gaming 101, first the long-lost and recently unearthed Warcraft Adventures, then of a much newer title: Tim Schafer’s big comeback Broken Age. Which, if anything, illustrated both the potential and the danger crowdfunding holds even for a veteran game designer with countless fans. And still in the way of game retrospectives, Emily Short’s latest RPS column is about games that involve dressing up and going to a party, preferably with a good dose of swashbuckling. Much like her own creation Pytho’s Mask, that’s still among my all-time favorites.
In more technical news, we have another RPS article, this time on tools for RPG writing (think branching conversations and quests), and via Juhanna Leinonen, the announcement of a tool for translating interactive fiction. Not much to say there, except that tools are as hard to make as they are increasingly needed for good games, so it’s worth paying attention.
I’ll end with a story that’s more about art, culture and people than games, but still relevant in my opinion: Vanishing Point, or How the Light Grid Defined 1980s Futurism. On this note I bid you a good week. Until next time.
Hello, everyone. With the launch of my latest project things have calmed down a bit, and as it happens we have a week with plenty of links as well.
Let’s start with some cool tools you can find on itch.io as of no more than a few days ago. For one thing, my own Stereo Imagination: a tool for generating 3D models with many repetitive elements by writing tiny scripts (15-20 lines can go a long way) in a clean, friendly language. Then we have a couple of legendary products, namely Adventure Game Studio and BlitzMax, that can also be acquired from the same place now.
But game developers also need to know their history. Via Konstantinos Dimopoulos comes the news of a Ms. Pac-Man retrospective occasioned by the game’s 35th anniversary, and an in-depth [review of Richard Gariott’s autobiography], that we also covered last time. What can I say, a living legend is going to generate interest.
Last but not least, while we’re on the subject of gaming history, Raphaël Lucas reminds people that the Internet Archive hosts, among other treasures, an extensive gamebook collection, that can be browsed online or downloaded in a variety of formats.
And that’s it for this week, largely because there’s not much to comment on any of this cool stuff. Enjoy!
Hello, everyone! While still working insanely fast on a project only tangentially related to games (and getting overly tired in the process), this week I somehow managed to gather a nice collection of links on the side.
In the way of legendary game designers, there are good news and bad news. The bad news is, Pac-Man’s creator just died. No comment, except that he’ll be remembered. On the other hand, Richard Gariott isn’t only alive and well, but he was just interviewed by Polygon over his new autobiography. And I dunno about the book, but the write-up makes for pretty good reading.
For the game designers among us, Jay Barnson has a few thoughts on character generation in RPGs. And, well, show me someone who made the acquaintance of D&D and didn’t immediately try to roll a character or ten, even before they had any way to actually play them. Sure, organic development has its place — I went with that approach in my own roguelikes — but the fix for unfamiliar options isn’t removing them, or for that matter forcing the player to read a huge-ass manual upfront. Rather, make sure that:
- The process itself is fun and lets players express themselves, and
- no single choice is wrong once the game starts.
As for we writers, of games or anything else, Alexis Kennedy just published an excellent article about worldbuilding. And it’s a lesson I had to learn myself the hard way, after my first few attempts at imaginary universes fell flat. In his words:
This does not mean that invented worlds don’t need to feel consistent. Let me say that again, without the double negative, because it’s important: invented worlds should feel consistent! But an invented world can be consistent and detailed and very very dull.
Which is exactly what happens when you build your world first, i.e. before the story. Which is very much putting the cart before the horses. Because you see, what he doesn’t say is that for an audience to care they need something to empathize with. And people don’t empathize with rocks. Give me some characters first; make me care about them, and then I’ll care about their world by extension, even if their world is a tepid medieval village.
But I could write a lot more about that. Let’s finish by pointing out the recent release of Twine 2.1. Which is a bigger upgrade than it sounds, so be sure to check the forums for issues ahead of time.
Have a very nice week.
Hello, everyone! Looks like another brief newsletter, not least due to my social media feeds being swamped by political turmoil these days. But we all do what we can. Let’s start with a couple of classic game retrospectives, namely Deus Ex and Alpha Centauri. In somewhat related news, a fan demake of Civilization 2 for the Commodore 64.
By way of game design articles, here’s the third article in the series about color in games I mentioned two weeks ago. (Turns out I missed the second one.) Which reminds me that the overuse of orange-blue palettes in games has been soundly criticized in recent years. The trick? It’s not the limited palette — those are a powerful tool in the arsenal of an artist — but how you make use of that palette. And nowadays game art is necessarily rushed, what with games of exploding complexity expected to be made in the same amount of time as their modest predecessors from last century. A recipe for trouble if there ever was one.
I’ll end with some musings on game pricing from someone who plays in a whole different league from me, so I can’t comment. Hopefully you’ll find it useful.
Until next time, don’t lose your humanity. Cheers.
You know, for a game development blog I don’t post about game design nearly often enough. This week is an exception. Let’s start with Gamasutra’s case study of good first levels — an important part of any game, if by no means the hardest. (Ultimately, the first level is also the easiest to make.) More specifically, we have an article about prefabricated sections in procedurally generated levels and another on powerful uses of color in game graphics. Plenty of things to learn from both!
Going on, Polygon is running a long-form feature about the making of Final Fantasy VII (warning: really long read!) And you know, it would be a much more interesting story if it didn’t sound exactly like most other such stories. Politics, money, technology, ambition, cockiness… stop me when you grow tired of the drinking game. Is the industry ever going to learn any better?
Last but not least, fans of interactive fiction will be happy to hear that textadventures.co.uk is saved! A new team stepped up to take over, and the transition is ongoing as of this writing. Can’t wait to see what happens next.
Speaking of which, stay creative, and stay tuned. See you!
It’s not easy to keep up with new developments in IT, especially when you work long hours, or for that matter when you no longer learn quite as easily as you used to when you were twenty. So far I was lucky to pick my technologies well: expertise in Python, HTML5 and even Java (for now) has only grown more marketable in recent years. It still felt like falling into a rut as of late, and moreover I kept stumbling across projects written in the Go programming language. After some hesitation, I decided to take the plunge, and it turns out I can still learn a new programming language in a couple of days. Go me!
And what a language it is.
Go is mostly targeted at server-side software, which makes it less relevant for games unless you’re doing multiplayer. Then again, it’s just as good for command-line apps (think tools), and there’s a healthy choice of libraries for text-based user interfaces that don’t require separate DLLs.
But what’s it like, exactly?
- It compiles to native code like C++;
- has garbage collection like Java;
- the package system resembles Python modules;
- the object system resembles the one in Haskell;
- control structure syntax is like in Perl 6.
I’d say Go is an odd duck of a language, except it’s more of a platypus. Good to see programming language designers having some guts, after decades of slavishly imitating C.
Hello, everyone! We’re having a slow week again, and most of it dedicated to interactive fiction as usual (sorry). For one thing, PC Gamer puts the recent IFComp in the spotlight, thus further cementing the genre’s return to the mainstream. And via K.D. we learn that Douglas Adams was working on a modern Hitchhiker’s Guide game right before his untimely death in 2001. It’s a bit of non-news, really, as the assets being lost means there’s no chance of reviving the project after all these years. Doubly so as those assets were likely made for VGA displays back in the day, which would make them unusable in the 4K era.
And that, of course, highlights yet again the folly of obsoleting perfectly good technology at the drop of a hat. Imagine if vinyl had been completely abandoned within the year from CDs hitting the market. No more support for turntables, nothing. Entire collections of old, rare music becoming completely useless unless people worked hard to maintain failing hardware until there were just no more dead units left to scavenge for parts. That’s what we’re doing with computer games, and before you ask why we should bother preserving some piece of shovelware, the answer is that you can only know a classic in retrospect. If you didn’t take care of it on time, sixteen years down the road — when you finally realize it wasn’t just another piece of shovelware after all — you can only weep for the loss. And that’s terrible.
Last but not least, my friend Kris is at it again with a batch of capsule reviews for tabletop RPGs and board games. Enjoy, and see you next time.