No Time To Play

Tag: retrogaming

Weekly Links #172

by on May.28, 2017, under News

Coincidences are often funny. Just a week ago, I was musing over on Tumblr about the importance of geography in games, and here come Jimmy Maher and Emily Short pointing it out in their articles about game adaptations of Tolkien and high-agency narrative systems, respectively. The latter, by the way, is about interactive fiction structured in ways that are neither the room-and-compass model of parser-based text adventures, nor the node-and-choice model of gamebooks or Twines. Something to keep in mind.

In retrogaming news, according to Le Monde the videogame conservation movement has reached France (article in French), while across the pond The Atlantic notices the Internet Archive’s collection of emulated MacIntosh software. And still in the way of nostalgia, Polygon writes about more famous game designers who started out with BASIC, either on a school’s mainframe or else (like I did) on an 8-bit home computer.

(Not so retro is Engadget‘s article about writing for Fallen London. which meshes well with Emily Short’s own.)

Less fun was learning that the modern mobile ports of cult classic Lords of Midnight will soon be in limbo for lack of a licensed engine. And sadly it’s something I wrote about before, including a story very much like this one (scroll down for the link). Dear game developers: either buy a perpetual license to your engine, including source code (otherwise it’s useless), or else stick to open source. Failing that, roll your own. The initial convenience of off-the-shelf code is illusory anyway.

Last but not least, I just learned that game designer Tanya X. Short has launched a pledge against crunch that’s all the more important as influential voices in the industry are actually defending this abominable practice. Well, I signed, along with over 500 others so far, and hopefully it will make a difference down the road.

Until next time, take good care of yourselves.

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Weekly Links #170

by on May.14, 2017, under Gamedev, News

Hello, everyone. I have good news and bad news. The good news is, I’ve been working on a game based on my recently revived 2.5D engine. The bad news is, I’m running out of steam and might switch tracks for a while. So for now, have some screenshots:

Yeah, yeah, I went right back to first-person after explaining how it doesn’t really work, but the visible pathways should help. As for the limited draw distance, I already had to redo the backgrounds once as it is, and anything further away looks bad in the first place. The theme just requires first person here, it can’t be helped. As for the map generator, you might recognize the one from RogueBot, somewhat refined. It feels kind of cramped in a game with tile-by-tile motion, but enemies and limited moves should fix that. Whenever I get to it, that is.

On the plus side, hey, I got to practice my Inkscape some more, and people seem to like the look. Also, refactoring code can be very fun, not to mention good practice. So yay.

In the way of news, we have an interview with Sid Meyer, then a history of hit points, that turns out to be quite complex and unexpected. And while Konstantinos Dimopoulos kicks offa series on medieval urbanism that’s equally useful to fantasy writers and game developers, Bruno Dias shares some thoughts about replacing the interactive fiction parser, that complement my own from a while ago. Clearly these ideas — which have been floating around for a while — are coalescing into something solid. It was about time, too.

Last but not least, via Vintage Is the New Old comes the news that next month there will be a Sinclair Basic game jam, which is especially tempting to someone like me. I even know what game I’d like to try and make. But whether I’ll actually take part is another story entirely.

Until next week, stay motivated.

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Weekly Links #167

by on Apr.23, 2017, under Gamedev, News

Hello, everyone. This week’s big news is of course that the original Starcraft is now free, occasioned by the launch of a remastered edition (via Sébastien Delahaye‏). It’s just the last in a line of classic game revivals this spring, and while rediscovering the classics is good, I wonder what it says about the present of videogames.

Speaking of revivals, I spent a week or so bringing back — for the second time — my turn-based sprite scaling engine, and at long last it seems to be working out. Details to follow soon; for now, here’s a screenshot.

Next, two articles for game designers: a brief one on how to choose content for a roguelike, and the other (via Jay Barnson) on a better way to design dungeons. Short version: just as wordlbuilding in general should serve the purpose of the story you’re trying to tell, a dungeon should be all about its inhabitants. Past or present, I would add.

I’ll end with two write-ups about higher-level issues: one about that point when camp in a game goes from useful shortcut to offensive stereotype — and what that says about our understanding of history — the other (via Taleslinger) about the lack of cultural self-awareness in Duke Nukem 3D, with a diversion into the surreal, imaginative level design enabled by a pseudo-3D engine, and the way it contrasts with the hyper-realism of newer games.

And that’s about it for today, because people have been resting after Easter. See you!

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Weekly Links #166

by on Apr.16, 2017, under News

Happy Easter, everyone! I’ll start by reminding you that we’re one week into the Spring Thing interactive fiction festival, and it’s the largest edition ever. Still three weeks to go, too, if you want to vote or something.

The other big news this week is about The CRPG Book Project which, as announced by Indie Retro News is near completion: a free history of computer role-playing games by a largely European team, told in a couple hundred capsule reviews and a thousand colorful screenshots, that gives equal space to famous classics and obscure titles (some never translated into English) that nevertheless had a massive influence on the genre. A labor of love, put together over several years, and amazingly enough released for free.

Still on the subject of videogame genres, the first part in a series of articles on visual novels was just announced on the Lemma Soft forums, and it starts out strong with an analysis of current trends.

Next for a bit of nostalgia: Slashdot points to a look back at 8-bit computing, and it’s pretty damn thoughtful as listicles go. On a slightly different note, someone just came up with a graphic adventure engine for the Pico-8 inspired by LucasArts’ SCUMM, and coming surprisingly close.

To end on a less cheerful note, Play the Past has a feature on death in online virtual worlds. Being part of such a community that was hit repeatedly by the deaths of prominent members, the whole thing struck a chord with me.

But I have more to read and think about, not to mention today to deal with. See you around.

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Eamon: between CRPGs and interactive fiction

by on Apr.13, 2017, under Case study

It’s safe to say that I like interactive fiction a lot better than computer role-playing games. Just about the only CRPG that ever piqued my interest was Planescape: Torment. Which, sure enough, may well be the most adventure-like such game ever created, with much more of a focus on storytelling than combat, and with a setting that came alive (literally, within the game’s fiction) in a way few other games managed. You could say it’s a matter of patience, but I spent countless days, weeks at a time, playing strategy games, and also sank plenty of hours in roguelikes — the RPGs’ low-tech, mechanistic cousins. So this isn’t about preferring story over gameplay, either; in fact, some of my all-time favorite games are shooters.

May seem strange, then, that someone like me would be interested in trying out Eamon, an RPG as old-school as they get, and of a flavor that wasn’t all that popular even back in the day.

But inspiration can be found in unlikely places. For one thing, Eamon is a cult classic: released as public domain software in 1982, it was recreated more than once, and the Deluxe edition (easily playable forevermore thanks to DOSBox), was last updated in 2012 — no less than three decades since the original! Apart from the early Ultima games and Infocom’s library, I can’t think of many games the same age that people worked as hard to preserve.

(continue reading…)

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Weekly Links #165

by on Apr.09, 2017, under Gamedev, News

Can’t believe it’s been a month since my article on the use of outliners in games. Between playing Master of Orion and working on a game design inspired by it, my initial idea took a backseat for a while, before coalescing into a specific product. I’m happy to announce Ramus 2, a new system for playing CYOA games written with general-purpose productivity software as opposed to dedicated tools — which, incidentally, allows for authoring on mobile devices without an always-on Internet connection. Much more work is needed, of course, from documentation to utilities for packaging stand-alone games, but the groundwork is laid, and the concept works surprisingly well.

Otherwise, I finally got around to getting a good look at Eamon, a text-based RPG engine from 1982, that was last updated in 2012 (an incredible 30-year run!) if not in the original form. Should probably get around to writing an article about it, because there are lessons to learn.

(Speaking of updates to old games, the original 8-bit Prince of Persia just got a modern level editor. How cool is that?)

In other news, this week Rock, Paper, Shotgun has an article on playing roguelikes when you can’t see, and another on the modders making games more gender-diverse. It’s great that inclusivity is becoming a hot topic in game development. More conventionally, Ars Technica has a history of open-world gaming, and PC Gamer a list of game design sins (both via K.D.). The latter two are actually old, but good enough to include.

We’re not done quite yet. For fans of adventure games, whether graphic or textual, there’s a long and entertaining interview with Tim Schafer, while Emily Short is answering to a letter about the state of Inform 7.

To cap an already long newsletter, I give you these musings on music in games. Something that tends to give me trouble, even more so than sound effects. Turns out, it is a genuinely delicate issue.

Oh well, see you next time.

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Weekly Links #164

by on Apr.02, 2017, under Gamedev, News

Hello, everyone. It’s one of those weeks with lots of links, so I’m going to try and keep comments short in compensation. Not that I usually succeed.

For one thing, No Time To Play now has a proper presence on GitHub and on Imzy. There’s no set goal for either yet, but hey, it says “we exist”. Good thing can happen from casting a wider net.

On to gaming news. Tides of Numenera barely hit the market, and word surfaced that its spiritual parent Planescape: Torment is also getting an enhanced edition — officially, that is. (Which is bound to be better than fan-driven restoration efforts (in fact it likely incorporates some fan patches), and it’s a signal that game companies are starting to see the value in videogame preservation.) And another classic getting the same treatment is Starcraft. Still in the way of nostalgic comebacks, here’s an in-depth look at Thimbleweed Park.

But it’s not just players who get nostalgic for the old days. Game designers might enjoy reading the design document for Asteroids — a single hand-written page, as it turns out — while for interactive fiction authors there a long interview with the creator of 8-bit authoring system The Quill (both via K.D.).

Why is it important? Because we can learn from the past. We can also learn from tabletop games, as I did, and more designers are learning to as of late. Learning what? The importance of trains in games, for instance (via Michael Cook) — or rather, the importance of suggesting a wider world outside the software-imposed boundaries. A principle just as important in games as in fiction.

But now if you’ll excuse me, I’m trying to help a friend get started roleplaying on a MUCK. See you next week.

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Weekly Links #163

by on Mar.26, 2017, under Gamedev, News

Hello, everyone! After a gaming break, and working on a game design inspired by it (which will be revealed in due time), a sudden revelation means that my research into outliners becomes immediately relevant, with much less work required on my part. So I hope to have a surprise for you soon.

Until then, let’s see what happened this week. For one, Jason Scott just launched a campaign to archive all Apple II software, especially originals that couldn’t be touched before due to copy protection. In related news, Techdirt mentions yet another case of games preserved thanks to piracy and emulation. You know my opinion of this, so I won’t insist.

In other news, we have a couple of articles discussing game design issues. Like this one about the importance of choice, even in historical games. Which reminded me of the time when I played a historical gamebook, and choosing what seemed like the fair, stay-the-course choice led to an untimely death, because it wasn’t what the historical character had done in that situation. And I can understand if you’re trying to test a student’s knowledge of real-world history, or simply if you don’t want to deal with the complications of imagining plausible counterfactuals, but it was such a disappointment at the time. So I was glad to read about a better approach.

Similarly, Jimmy Maher’s latest article discusses the problem with procedural generation that many games have. But I’ll say once again that PCG itself isn’t the problem. We can make generated worlds more diverse, detailed and believable. It takes work, but it can be done. What we can’t do automatically is make them matter. Because, you see, people don’t tell stories — or listen to stories — for the sake of it, but in order to share meaningful experiences that soothe, teach, amuse… whatever. And meaning can only come from personal experience.

As I pointed out before, it happens all too often that a fictional setting will be lovingly handcrafted, all coherent and plausible, yet utterly bland. Conversely, playing a roguelike can become very personal very quickly. So I’ll state it once again: the method of creation isn’t to blame. Forgetting the “why” is the usual culprit.

Last but not least, here’s an interview about the development process of Dungeon Crawl Stone Soup. And the key to it all is this passage:

The number one most important qualification that the developers discuss when deciding if they should add someone to the official dev team isn’t their design, art, or coding prowess. It’s their social skills.

It goes for all software development, really, or for that matter any human endeavor. But for too long now, we lived with the illusion that technical excellence somehow trumps being a decent person. Well, look around you. Enjoying the results?

Until next time, remember to care about people.

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Weekly Links #162

by on Mar.19, 2017, under News

Hello, everyone! I’ve set aside development for a while to play again, thanks to a present from a friend. But that didn’t stop me from also collecting a bunch of useful links.

For starters, both Gamasutra and Emily Short write about a new interactive fiction platform called Episode, that seems to have stealthily risen to massive popularity as of late. In related news, PC Gamer has an article titled The Tricky Business of Making Modern Adventure Games. And to look back into the past, Tim Schafer shares his thoughts on digital archeology (via Patrick Hellio).

Speaking of the past, this has been a good week for fans of retrogaming. On the one hand, there’s the story of a classic game magazine from the 1980s, and it’s surprisingly relevant. Hint: when a publication takes advertising from the same companies whose products they cover… yeah, you can’t blame the writers for being very careful what they write. It’s either that, or be out of a job faster than they can press Enter.

Luckily, nowadays you can be a game journalist for free, and that’s exactly what The Retrogaming Times crew is doing. Issue 7 is the first one I did more than skim, with a big retrospective of Street Fighter II — covering the social angle — and a number of Famicom games that deserve being remembered despite not being classics, among other subjects. All features are in-depth, so dive in! (And thanks to Vintage is the New Old for the tip, as usual.)

Sadly, I have to finish this issue with politics, namely an article on the people you won’t meet. Yes, it’s about Muslim game developers again. And it’s sad having to even bring it up, as if human rights could possibly be conditional, but I had no idea so many famous AAA games only exist thanks to developers of Iranian origin.

Can we please learn humanity already?

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Weekly Links #161: the science of games

by on Mar.12, 2017, under News

Hello, everyone. I’ll start with an article left over from last week, that I couldn’t show you because the site was down. Namely, about ephemeral gaming, and not just in the sense of bit rot, but simply the ability to play (for instance) World of Warcraft as it was in 2010, to pick an arbitrary year. Never mind recreating the mindset of players at the time, the mood it brought and the kind of interactions it led to.

Which is all good and well, but, um, you do realize a theatrical play or live music concert is an equally ephemeral experience, and nobody sees it as a problem to be solved, right? We record the performance, write down our thoughts about the cultural context and move on. And as the article points out, people already do that for videogames as well. Not just in the sense of let’s plays — I’ve seen videos of grand battles in the aforementioned MMORPG, recorded by a designated player, complete with commentary about the who, what and why.

But yeah, the Ancient Egyptians never writing down the rules of Senet because “everyone knew how to play the game”… that was just silly of them.

Still in the realm of scientists tackling games, here’s a couple of papers on the communities around game-making tools (it’s in French, but one of the papers is in English). I’m still working my way through the first one, but the bit about making imaginary videogames before having the means or skills to do it for real brought back childhood memories. As for the idea that making games is a game in itself… that’s our motto here at No Time To Play, so, pretty much?

In related news, we have an article about games that cater to more than the flight-or-fight instinct that’s the typical male response to violence. Turns out, another instinct people have is to protect the innocent and make allies, and not nearly enough games address that, leaving much of the potential audience out in the cold. Gee, I wonder why.

Last but not least, Gamasutra tells us about Warren Spector tracing Deus Ex back to a game of D&D, while an acquaintance has been writing a series of articles about development on the ZX81. And I’ll leave it at that because I’m way over quota again. See you next week.

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