Categories
Audio&Games

Game design style

Keirsey Temperament Bartle Type GNS Theory Problem-Solving Style Game example
Artisan Killer Experientialist Power GTA
Guardian Achiever Gamist Persistence Pokemon
Rational Explorer Simulationist Perception Half-life
Idealist Socializer Narrativist Persuasion WoW

From Bartle’s blog

I added the game example column.

It started with this Gamasutra article about Limbo being a case of bad game design, article I totally agree with.

But Bart Stewart in the comments sums up something important: other than this gaming failing at being fair to the player, it’s really hard to make everybody happy in front of a game. There are types of temperament and unlike non-interactive forms of entertainment, we do play following them.

If you look at the Guardian type in games, it’s the most common –in both gamers and game developer’s heart- type. I hate that kind of game. I loved the Megaman concept but hated this stupid shit that is making it the hardest and the most unfair possible for the player. Like the article says, it feels for me that I’m losing my time and that developers are just crazy: it is not enjoyable (or if enjoying is just a matter of pure luck or pure madness, then I don’t like it because it’s a total rip-off of Life). There’s so many games I could have loved if they weren’t based on this arbitrary game design… That’s why the Mario series recently had strong changes regarding this issue (making it less and less arbitrary, helping the player etc).

Something I noticed with this chart: in problem-solving style, only Perception is not a Brute force technique. Actually, it seems that it’s the only smart problem-solving solution. Of course in games we have a mix of all of these, like in life we change our temperament too, but the main point is no, we don’t change not a lot, not that much…

The Perception problem solving style should be much more promoted in game design. For example FPS games are inherently made to be explorative but companies inject the Power problem-solving style and we end up with loads of killing simulator. Why?

In terms of responsibility for game designers, I’d rather push on the Rational temperament because if games are primary learning tools, well, the Rational temperament trains your perception and teaches you something that you can use in real life: getting better at recognizing patterns, at aggregating data and processing it. On the contrary, favoring the Achiever role, teaching the never ending greed for more, in a world where we’re running out of resources is not a good thing. That’s something we have to think about too. Not so much to show our support for a better world  and how concerned we are about the Earth, but because being synchronized with society problems is a good thing to sell stuff. BP knows it (“Look! We’re totally green!”) even if they lie. We need to use this power too (not the lying part, mind you).

Also Perception calls for subtlety. Perception is the fascinating angle that can speak differently to people, without compromising the core design. That’s how Mario/Portal/Braid/Deus Ex/Peggle do, pretty well: you can find it hard or easy, it’s all about your perception and you exploring the game mechanics. The game respects and lets you achieve what you want. I think successful physics-based puzzle games like Angry Birds show how people freaking LOVE that, being challenged, getting smarter, being in control. That’s a rush of good feelings for sure.

And you know, that’s how art touches people, with different angle from the same piece of work.

<insert obvious La Joconde smile picture>

Categories
Me Myself&I

From minimalism to laziness

At first I'm like "I'm no geek" and then I'm like
Pretty much all I (own) need is here. Even the hat.

I’m digging Sean Bonner’s thoughts about things, how they end up to own us, what you really need to be happy etc

I always have been tempted to reduce things. I got this philosophy by starting my home studio in the 2000s. I hadn’t the resources to buy a Fender Rhodes, and a Juno and a Moog or these really expensive bass pedals that you use once in a while.

I always tried to reduce the amount of stuff because I want to be mind-free (fighting the addictiveness of the buying reflex) and not having to deal with a lot of inconveniences of owning things like:

-Room

All that shit takes room, a lot of it.

-Dusting

Dusting is obligatory and I hate it so hard. The less I have things, the easier it is.

-Maintenance

Things can break. Can have to be fixed. Things can be fucking annoying (expensive).

Having less space, more work to do around things I own is not making me happy, it’s making me tired and confused.

So the only things I really want to own are the things I need everyday and other than my music tools reduced to less than a dozen of piece and some funky pants shirts and hats, well I don’t care that much.

I guess I got that from my parents. I grew up watching them invest their money in their business, always. No “little pleasure” like owning a brand new car. My dad has always been using his company’s car as his main vehicle. They always made me aware of inconveniences of ownership. The only thing worth owning for them was a great house to rebuilt and customize. I kind of think the same.

I grew up with libraries in every town with shitload of music movies books to borrow, copy, encode. I quickly learned that access was the important thing. Once you’re in, you’re in. And you can come back anytime you want. Why dusting these things?

Of course I always felt in conflict with the overall feeling that you have to own things and mostly cool things, to shine in social circles. But it wouldn’t matter. If you have access to culture you still can talk about it. You don’t have to own a Picasso to discuss his style do you?

So I’m already at a low level of ownership. What I care more is to live in places feeling good to live in. Moving around or staying at one place is not important –it depends-, but the places you are going to be for some time need to be great!

I wish we would spend more time to make spaces where we live better places. Like how L.A. buildings should all have their rooftops available for residents or how AC should be carefully designed and integrated to reduce noise pollution to the max. Of course moar bikes everywhere. Stuff like that.

Because I don’t want to try to get the best place. I want all of them to be great, like I want to have access to all the culture.

I don’t want to spend time searching for these basics. I’m lazy.

Categories
Me Myself&I

This weekend

 
.

Hasn’t been too productive. Celebrating Verdell’s birthday in Palm Springs was an experience I’ll never forget. My first time in the desert, mid august, reaching some sweet 46°C. My butt look like I did the Tour de France in two days.

Prototype brainstorm. The gameplay is solidifying, the technical feasibility is more a problem. But maybe I want to do too much at the same time, if I lower the features it’s much more doable. Maybe I should do two little games instead of an ambitious one. That could do. But that’d be better in one. I have to try both I guess and make two first version.. More work. *sigh*

I found its name too and that is important to me. A related, snappy, good sounding name.

*Dave Chappelle voice* THATSRIGHT.

Categories
Me Myself&I

Chew on that internet

Does having children make you unhappy? What if you change the word children with love?

Also, monogamy seems to be unnatural for our sexy species. What is interesting is this: “But when people began living in settled agricultural communities, social reality shifted deeply and irrevocably.” Why property has to transform us so much, often in a bad way, even on deep levels like sexuality?

Can I have some tool that makes it easy to convert databases, a sort of Swiss knife so I can convert mysql to csv to xml to mssql to vdb3 to whatever?

Shut up and Dance

???

I know. WHYYYY???

Categories
Audio&Games

Hop in

In-depth article on Gamasutra about female characters in games and how it’s not happening at Activision.

Because Activision and big publishers are forced to not take risks, no need to yell at them they won’t change anything.

Women need to jump in the dev wagon far more than they do. I know more women talking and writing about games that creating some for sure. And in ten years I haven’t seen anything moving fast in this area, but one, amazing success: a game with a new mechanic, with a female character, conceived with a team lead by a female game designer and approved by a wide and large audience. Portal.

Fuck I thought it would prove once and for all that there’s something to do in this area. I guess I was wrong.

Women don’t make games, they don’t reach a huge market with their own intuitions, their own views, their own priorities, nothing changes. I believe it’s more than just putting a female lead character in a 3D world.

We know for years now that the vast majority of gamers includes from 40% (ESA 2010 numbers) to 55% (social games) of women so what the fuck people are talking about saying that you have to reach for a male audience to make money? That’s ridiculous and I don’t understand how this argument can even be used today, except of course for big publishers running a testosterone business.

I don’t care about them. I care about games and they demand more variety. So hop in ladies.

 

Also, 15 dev women to follow on Twitter. I add  @bbrathwaite (expect game design, Excel fun and boots conversation).