Weekly Links #99
I'm almost done with the newsletters for the year, but things are
somehow just heating up. Let's start with a couple of highly unusual
games: Chris Meadows noticed this guy who made an XCOM game
in Excel -- an impressive effort by any standard. And from
the recent additions feed at itch.io, here's a murder mystery game
in the form of a PC virtual machine (you need VirtualBox to
run it). Hardly unprecedented in the analog world, but still a
challenge to common notions of what can be a videogame. And while
we're talking unusual games, take a look at this article about Soviet
arcades. Which was news for me as well -- in Romania we had
imported second-hand machines instead, making for quite a different
landscape.
In actual game development news, Jay Barnson makes an interesting
point: not only computer hardware has plateaued, we couldn't make
good use of more computing power in games even if we had it:
the law of diminishing returns is even more unforgiving than Moore's
Law. Maybe this time people are ready to listen.
Last but not least, a couple of game design articles. Via @gnomeslair,
the easiest game design exercise is a brief foray into the
simplest type of board game there is. Having beta-tested just such a
game (to say nothing of the many I played as a kid), I can attest it's
not as straightforward as it seems. And Shamus Young continues
presenting his work in progress with a discussion of how to teach the
game to your players. It just happens that the issue of too many
enemy types and no single path through the game is familiar to me from
roguelikes. And the solution is... not keeping every new enemy type
until the end. You introduce them, let them become the main enemy for
a few areas (levels or whatever), then you phase them out. And if
the players encounter bits of your game in the "wrong" order, big deal,
they'll see at most a handful of different enemy types at once, a few
of which will be familiar from before. Not enough to be overwhelmed.
Roguelikes achieve that by having templates of theme and difficulty
for each level — a good idea even if you're designing your entire map
by hand. Divide et impera? Call it what you want. And have fun until
next week.