Thursday, October 05, 2006

How to have a career as an indie game maker

  1. Think of a game to make.
  2. Start making it.
  3. Finish it and give it a name.
  4. Sell it to some people.
  5. Get a part time job so you can continue to do this.

Tuesday, September 05, 2006

Choose Your Fate...

I sure have. It's called Fate, a $20 Diabloesque game distributed by Wild Tangent, and it's a hoot as we say in MN. You can read my comments and see what my characters look like on my other blog. I have two. Two characters and two blogs. Confused? Don't be. It's just me.

Friday, August 11, 2006

Summertime Ketchup

Looking forward to these games:

Dominions III
Starship Kingdom
Enemy Territory: Quake Wars

Doing these things:

Playing Crawl.
Getting the D&D stuff ready for the group.
Working on Project X.
Pondering Project Y.
Waiting for Manifesto to launch.
Listening to WFMU.
Ignoring television.
Reading world news.
Reading fun stuff (Kiln People, A Plague of Demons and Rosemary's Baby recently, The Mote in God's Eye and Jonathan Strange next).
Trying to figure out what to do with the "goblin game."
Archiving old music.
And playing Crawl some more.

Monday, May 08, 2006

Lest We Forget...

Since we're talking about crpg's...

One might be tempted to say that Bethesda Software's latest crpg, Oblivion, is the most comprehensive crpg ever made. It certainly is gorgeous, and abounds with features, but is this really fair to say? If we look back ten years, perhaps. Only Bethesda's previous games, like The Elder Scrolls: Arena, came close.

But, if we look back just a bit further, we find Looking Glass Studios' Ultima Underworld: The Stygian Abyss (1992) and Ultima Underworld II: Labyrinth of Worlds (1992) (and one might add their game System Shock as well, but I'm going to stick to fantasy here), games that were incredibly innovative, and still seem so, and robust with features.

Let's have a look at their feature list. This one is incomplete, from memory, by the way, and remember, this was 1992.

  • excellent writing, great dialog, far above the norm
  • quests are integrated with the design, not just slapped on
  • 3D engine
  • massive persistent levels
  • nonlinear stories
  • nonlinear level design
  • a near perfectly executed automap (best I've ever seen) on which you can write things
  • rudimentary physics
  • all objects can be thrown and will do some damage to any creatures struck
  • objects thrown may break on impact
  • weapon quality and degradation
  • 3D models of furniture and various dungeon features
  • items can be arranged on tables, shelves, beds, etc.
  • set up base camps and arrange living areas
  • musical instruments that can actually be played that sound like what they are (additionally, a lute is "polyphonic," a flute is not, as they should be)
  • textured walls, ceilings and floors
  • sloped floors
  • raising and lowering platforms
  • bridges
  • pits and shafts that connect levels
  • doors that swing open and shut
  • doors are lockable and unlockable (by spells, keys and lockpicking)
  • locked doors can be bashed (but will damage or even destroy weapons used to do so in the process)
  • see-through barred cell doors
  • look through keyholes to examine rooms
  • spell experimentation (undocumented spells)
  • enchanting weapons
  • "seeker missile" spell
  • door wards
  • conjuring food
  • making popcorn
  • edible "dungeon plants"
  • hallucinogenic mushrooms (among other varieties)
  • fishing (eat the fish!)
  • smithing
  • jumping
  • jump pads
  • low gravity zones
  • portable (and throwable) teleportation devices
  • levitation
  • flying
  • falling damage
  • swimming
  • underground lakes and rivers with waves and currents
  • slippery ice
  • ice that breaks through to water
  • lava
  • intelligent monster races each with a unique status and dungeon culture
  • parley and trade with all intelligent humans and monsters in the game
  • learn and actually use new languages
  • scrying (like closed circuit TV)
  • containers within containers (within containers)
  • realistic (for its day) lighting
  • bouncing balls
  • graves
  • aliens (!)
  • a floating castle that falls to its destruction (while you are inside)

Some of these features, like sloped floors, are commonplace now but they were revolutionary when these games were released. At the time, competing 3D games like Castle Wolfenstein, and in the case of Underworld 2, Doom, were not capable of rendering this particular feature.

Other features you might think would be commonplace in 2006, like flying and doors that swing open and shut, are still uncommon in crpg's today.

The point here is that technology and graphic improvements "help" but have little to do with gameplay innovation -or even just cool features. What I mean is that neat ideas come from you, not from the technology. Good ideas trump technology.

It doesn't matter that Underworld didn't have more sophisticated graphics and sound by today's standards. It was blow-away then, and it delivered the goods; the designers delivered the goods and kept on delivering them above and beyond the call of duty as you can see.

I note around 15-20 items there that do not exist, or are extremely rare to find, in crpg's now. So, while we've gained the power to create huge worlds, I think we have lost sight of some of the details and things that can make traditional crpg's fun.

I'm not slighting Oblivion. It speaks for itself as being a lavish and satisfying presentation, and a great value. But let's not forget that Oblivion is not the end all and be all in terms of the history of digital roleplaying. Let's not forget the Underworld games.

Sunday, April 30, 2006

CRPG's in the World of Tomorrow

I wondered, when I played the AD&D (Advanced Dungeons & Dragons) "gold box" games in the 80's (the original Pool of Radiance for instance), what computer roleplaying games would be like in the future...

At the time, crpg's were all about fantasy melee combat with "swords and spells." In fact, everything, story, quests, the magic system, skills, experience, pretty much funneled back to combat in one way or another. There really wasn't much else to do but have fights.

The crpg's of the day that were not official AD&D titles, games like Wizardry, the Ultima series and The Bard's Tale, used rules systems heavily influenced by AD&D. In some cases, like Telengard and Wizardry, "heavily influenced" would be an understatement. These games lifted their rules almost verbatim from the AD&D books, even to the point of Avalon Hill's crpg, Telengard, using the exact same spell names. (AH vs. TSR?)

Nearly all early crpg's used the concepts and terminology of AD&D --ability scores/stats (Strength, Dexterity, Wisdom, etc.), armor class (AC), hit dice, damage represented in dice terms (D6+1, 2D10, etc.), hit points, "added-on" skills, "Tolkien races" (elf, dwarf, hobbit, goblin, troll, etc.), experience points and levels to become more powerful in combat, and so on-- as if Dungeons & Dragons was open source with no license agreement.

There wasn't much difference between these games except for the chrome. This isn't to say they were not fun, not challenging, not cool, etc. The best of them, some of the ones I mentioned above, had unique qualities that separated them from the rest. But in a sense they were all AD&D variants and we were all playing the same leveling game, from game to game, over and over.

And we knew this, my gamer friends and I, and though we lamented it somewhat we bided our time always wondering what innovations the next few years would bring. Certainly, these conventions of paper roleplaying games would be abandoned in favor of systems and features more appropriate to what computers can do. Certainly character sheets and leveling and Tolkien would be abandoned for newer and more innovative game design and a wider variety of settings. Certainly...

But, as they say, it was not to be. After more than twenty years, the core systems, settings and gameplay for most crpg's remain largely the same. Crpg's are still combat-centric. You still have to play a wimp at the start and then "level up." You can't play a character at the peak of his career out of the box unless you play a game like Thief --but more on that in a sec.

You still have to play a dwarf or an elf or whatever. You're still the compleat adventurer who can somehow carry two sets of armor, wear another one, tote four swords, thirteen scrolls and a bag of gold that would break a highway load limit scale AND fight at the same time. (Amazing!)

The trappings haven't changed; the gaffs haven't changed; the settings haven't changed; the rules haven't changed; the game goals haven't changed. Only the graphics and sound quality have been changed to protect the innocent...customer.

But here's the kicker.

Maybe this is a phenomenon that cannot change but can only die, even if it is a slow death. Maybe it's just a matter of the "old farts" giving way to the "young turks." Maybe games like Thief: The Dark Project, GTA3 and Guitar Hero are proof enough that digital roleplaying is finally coming into its own. Maybe I'm done worrying about this now.

Friday, April 07, 2006

Splorch!

The sounds for Digital Eel games, particularly Strange Adventures in Infinite Space and Weird Worlds: Return to Infinite Space, were and are always a lot of fun to put together. They're full of subtleties, gags, incongruities and trivia that few people will notice or ever figure out. So, in the spirit of full disclosure, I thought I'd list a few here for posterity and in case anyone is interested.

Consider this as a window into the heady world of Professional Sound Design. I'm winking.

Weird Worlds bridge crew chatter - actual chatter from JPL (captured via internet coverage) during the Cassini probe orbital burn as it neared its first encounter with Saturn's ring system

Tchorak greeting - derived from an obscure recording of an oil and gas refinery being "played" like a pipe organ

Tchorak lava bomb launch - Arthur spitting out untasty Heart of Gold tea, greatly modified (but you can still hear it), from the radio version of Hitchhiker's Guide to the Galaxy

SAIS splash screen alien speech - a sentence or sentence fragment from a Lovecraft story typed into a text to speech app, reversed, flanged and chopped into three pieces

Golden Disk - the actual recording of a child's greeting in English from the golden record carried by the Voyager probes

Finding life in SAIS - a bunch of short .wav files of animals, birds, insects, etc., just overlapping each other's tail forming "parade of lifeforms"

Black Monolith - just the timpani part (ahem) from Also sprach Zarathustra (not sampled from the 2001 soundtrack though)

Kawangi graviton disintegrator beam - derived from a Hammond organ glissando played by Keith Emerson, from Karn Evil 9 by Emerson, Lake & Palmer

Black hole - pitch-shifted .wav files, random ones, I don't even remember the three I used, shaped so as to form a "churning vortex" of sound, lightly sprinkled with the sounds of ballpark cheers and people screaming on a roller coaster

Whoops, it's getting late. I'll have to explain Splorch! specifically some other time but I think you get the idea, and Don Martin lives on.

Friday, March 03, 2006

Smoke and Mirrors

Smoke and Mirrors would make a great name for a computer game created by Penn & Teller... In fact, Penn & Teller did work on a game together called Smoke and Mirrors back in the '90's but it never saw the light of day --until recently. A bootleg version of the game is floating around the www. Of course it is!

Tantalizing -and dated looking- screenshots (update: link now disabled unless you register, sorry) from Smoke and Mirrors have been posted on Somethingawful.com. WAXY.org posted more information about the game (including a working torrent to download the bootleg), nifty links to things like the Absolute Entertainment press release and an audio excerpt (mp3 format - 2.5MB) from a recent podcast interview with Penn where he talks about Smoke and Mirrors (btw, you might want to check this out first).

I don't want to spoil the fun so listen to Penn describe what might have been one of the most eclectic, darkly funny and even cruel "games" ever inflicted on unsuspecting gamers!