Sunday, September 25, 2011

A little jaded


It's Fall, the second Fall I am having since I started school. Have you seen the upcoming games scheduled to release and those that already released recently? Even when I filter them only to games I am actually interested in, the list is still huge. Dead Island. Gears of War 3. Dark Souls. Arkham City. Battlefield 3. Skyrim. Space Marine. UMVC3. KOFXIII. I don't even want to mention the several indie games I want to try.

This is gonna be one heck of an expensive and busy vacation. It's the best time for me to catch up on what I have been left out for...possibly the entire year?  I also have to start saving up for a PSPVita for the next year.

Also have you seen the trailer for the upcoming Game of Thrones game? It's called 'A Game of Thrones: Genesis'. Currently, just watching it gives me goosebumps (it's the video above). I hope it's actually good.

Tuesday, September 13, 2011

I'm still alive!


Hi guys, just letting everyone who somehow visits this blog know that I am still alive. My 4th semester have started and so far it's been looking great as my maths-heavy modules are disappearing from my schedule, replaced by design and other non-core art modules. Allow me to ramble a bit...the workload feels just as much, but now we seem to be tackling more abstract problems. It is fun, yet difficult, but refreshing.

I'm trying my very best keeping this blog alive. I learned a buttload of things just by looking at my old reviews and rants and I am glad I am still getting page hits for some of them. However, time really have not been on my side and there are far more things to do and explore. I have definitely been playing less and less games recently, but Fall is coming and there will be tons of upcoming games I am eager to play.
I have tons of things to share, from random half-done articles in my iTouch, to things I learned in school that can help small time game developers start up their basic games (non-disclosure stuff aside, of course). There are still games I actively play like WoW TCG, but I have no idea what to type about it on a blogger level other than card reviews. At most I can give deck compositions, cards which are key in my friend's decks and the like. Unforunately, WoW (and Magic), works on blocks so whatever review I do will be outdated in a matter of months. I'll see how it goes.
Aside from that, DND is occasionally poking me now and then. I'm in the midst of typing out a newbie guide because I realize, to a great extent, how new players constantly not see and focus on what's REALLY important in a party and also in building their character. It is hard and tedious to actually pen down and try to explain to them how to plan their characters and how it would suit their party, but I'll try regardless.
Overall, I think it's gonna be a great semester for me =)
That doesn't mean I'm any more free than I was >_<

Tuesday, August 23, 2011

Semester 3 down!



This third semester in Digipen really takes the cake. Words cannot describe how happy I am about the end of it. For the past 4 days I have don't nothing but play my hearts out and enjoy every minute of sleep I can get. This semester has been incredibly hectic and painful; day after day of Pepsi and coffee and tea, and we are still worried about failing modules.

I'm glad that it's all finally over. This video more or less describes what I feel at the end of it. I just hope the next semester won't be as bad. From the looks of it, it's either gonna be just as bad or less, but I can't really say until the semester starts again. You think staying back in school from 9-6 is bad you should try 9 till 11.


Sunday, August 21, 2011

Review: "SpaceChem"

Ever want to feel like an engineer? Or experience what it is like to be one? If you loved puzzle games like Picross, Sudoku and enjoy spending hours on an your office computer playing minesweeper, you should definitely give SpaceChem a try.

You play a Reactor Engineer, unbinding chemical atoms and synthesizing them to create new compounds to fulfill your quota. In each reactor, you control two Waldos, which are basically things you control to do stuff to atoms and molecules (being really vague here I know). The trailer video should roughly explain what's going on:



So far my experience with SpaceChem has been nothing but positive. It has polished, simple graphics which is good because at higher levels you will most probably be forming a mess so...messy that it is difficult for you to keep track what's happening. If you have ever programmed, it feels alike to looking at nested while loops.

I do agree that this is not a game for everyone, but if you enjoy puzzle games, do give the demo a shot. The cool thing about this game is that it will ask you if you want to record your solutions and post them on YouTube, so that you can compare your solutions with others around the world.

And don't worry if you made a mess like the video below:

Monday, August 1, 2011

Reminiscent


When I watched Evo2k11 this weekend and when SG's Kun Xian was eliminated from MVC3, David spent a few moments talking about Singapore and our current impact to them. That kinda took me back years when everyone was still dreaming about what we have today, including myself.

When I first entered the arcade in 2005 (I think), it was in a sorry state. Most arcades around SG at that time were dying, dead or barely surviving. People were shunned by arcades being run by gangsters and not a nice place to hang out, especially for youngsters like me. Still I remained; we remained. Playing fighting games in the arcade gives a feeling I am unable to experience with other games. Sure, I had attended LAN parties playing Red Alert 2 with friends, trying my hand at competitive Warcraft 3 when it first released but none gave the exhilaration fighting games gave me. Maybe it's because fighting games are more personal; unlike RTS where I pity my ARMY vs your ARMY, it's just my CHARACTER vs your CHARACTER. The layer separating the players are thin compared to other games and this probably generates a lot of excitement, but that's another topic for another day.


Back then, before my National Service, we were a really small community. CVS2 had around 10 players I can list at the top of my head. Regulars can probably be counted with a hand. Guilty Gear wasn't well received; players from that community have to wait for months for Slash to arrive and even longer for Accent Core. When I first joined the arcade scene with CVS2, it was beginning to die. Before NS, it almost withered out. Now it is officially a dead game.

I had always dreamed of the arcade scene making it big one day. I bet I'm not the only one. ArcadeScrubs was formed to attempt its revival. I can tell plans were big even though I am not directly involved. The 1 night Revival Tournament was really the best tournament I have ever attended even though I lost early. There was hype, there was hope, but it was not to be. Everything after that just went downhill. Versus, a seasonal league, was created and failed after a couple of months. Everything just went silent and arcade never rose. At that point, I just decided to start focusing on other stuff, even though I still frequent the arcade just to be around friends who share the same common fire and hunger to kill. I think it was around this time CVS2 really died. Most of the old players started moving on with their life and rarely returned to the scene.

My possibly only real contribution to the scene before entering National Service was just a small idea to come up with a fun wiki of all the players. That, like most plans back then, never took off due to many technical reasons. I intended to take it down, but the articles were so fun and creative that I just left it there in case the future generation somehow managed to stumble upon it (which they somehow did ^^). After that, I have decided to move on. Striving to become a top player stopped becoming important to me, and I started looking into other games that interest me. I stopped practising as often, which was indirectly a good thing for my mum cus she always complains about the sound in the night.

Despite all that, I could never truly give up fighting games. I have tried several attempts and it never succeeded. I still find myself occasionally picking up the stick to play, watching replays and practising some moves (though rarely nowadays), even doing old CVS2 combos on my PS2 when I have the spare time.

So I guess everything changed between the time I was in National Service to the time before I entered Digipen. Blazblue and SSF4 appeared bringing the newer generations into the scene. Colosseum was formed directly opposite Virtual Land with the direction to create a better scene for the players and create competition. Round1.sg was also formed during that time period. In my opinion, that was the start of everything. There were obviously complications, but thankfully that all worked out to give what we have today, and what we dreamt of having yesteryear.

Serious props to all that happened and all the players who made everything possible. This is a new generation for SG's fighting game scene and I can't wait for what is to come in the future. And mad props to Xian representing SG in more ways than one.

Btw, MVC3 is the best game in the world.

Sunday, June 12, 2011

Busy busy busy!


Wow, it has been like, a month since the last post? The workload right now in school was quite incredible and I barely had time to sleep on weekdays, let alone play on weekends. That caused me to push Witcher 2 to one side, much to my dismay. Witcher 2 really looks incredible and will probably be the best RPG this year (thus far).

On a lighter note, I have been spending my spare time playing Terraria, which was released semi-recently. It's a pretty fun game and you can sink in quite deep if you are those explorer/achiever hybrid gamer types... especially those who love to explore. Some say it's a Minecraft clone but I would say they are quite different. However, I won't go into the Mincraft vs Terraria battlegrounds. To me, it's quite pointless to compare them. Hopefully once I have the time, I'll spend some time reviewing it.

On a even better note, board games are just landsliding into my life every couple of weeks. This is make me consider reviewing not only video games and animes, but also board games when time isn't choking me. Thus far I've played Ascension, Resident Evil, Cutthroat Caverns, Nuts, Poo, Falling, Aye Dark Overlord, and more with other schoolmates when we are really tired of working. Saboteur 2 just sitting around the corner for this week :)

And lastly, July is coming. ^_^

Wednesday, May 11, 2011

Achievements in Games


Remember back then when you played your good old Starcraft, Baldur's Gate or, for those super old schoolers, Asteroids or Rogue, achievements were defined by you and those around you. Back then, winning was the only goal of the game.

Possible History of Achievements?
Along the way, some genius thought that to keep their games going, player-defined achievements and goals are not enough. So this guy, whoever he is, went ahead and place achievements in his games. Then suddenly, consoles have it compulsory for every game to have it. It wasn't until I got my X360, and a couple of "ACHIEVEMENT UNLOCKED"s popping up to make me feel really really good, when I realized what an elaborate trap it was.


Achievements are like drugs
That year I was rather hooked onto achievements. It tempts your inner perfectionist self. If you are a casual player, seeing your first virgin "ACHIEVEMENT UNLOCKED" makes you curious. It's like a hook; you might search all the possible achievements and when you look at ALL the empty spaces, something inside you will feel empty as well. It's like a hook. Casual or not, you will be tempted. If you fall into temptation, suddenly you will leave your life behind and join the ranks of the hardcore players. Thinking about it, it's no different from drugs, just that they shove the cocaine right in your throat before you can start protesting.

Networking made it worse. From a board perspective, it's like an MMO. You achieve -> you show someone -> that someone acknowledges it -> you feel GOOOOOD. As far as PSN or XBL is concerned, well, they saved everyone the trouble since achievements are stored in their server, so everyone can see what everyone else has achieved at all times. You might think they are simple-minded. Well, I would say you are just jealous, elitist or couldn't be bothered. It's natural, not all products are for all consumers, but heck achievements are something most people in the world like. It's like a luxury item...just that it's not so material, so it might not get gals for you. Maybe give gaming a few more decades to grow and we'll see how that turns out.

Utilizing the power of Achievements
I looked through some games' achievements. It became obvious that some games do not fully utilize the system. Ninja Gaiden 2 or Devil May Cry 4, for instance, have almost all their achievements ridiculously hard. It is obviously catered for hardcore players, which is what I don't get. The game is catered to (semi) hardcore-players, so why must ALL the achievements follow suit? Achievements are the easiest bait to draw in the casual audience. Just set maybe 1/3rd of the achievements to be relatively easy to obtain and you are probably set to draw them in. Tweak them a bit (like making all your achievements progressive, or separating them into easy/medium/hard to get) and you are good to go. The opposite can be said for hardcore gamers. They want challenge? Let them have some, but not ALL. Idealistically, this will merge the casual and the hardcore audiences.

The system is so powerful, yet so underused. At this point, I believe that a video game designer should seriously take a look at 'Achievements'. Even better, reward them for it. Rewards are soooooo powerful. EVERYBODY loves to be rewarded. "You killed 1000 orcs, now you get +5% bonus to kill orcs!". Think about that. Would a hardcore player be tempted sink time to kill 1000 orcs? I would. Would the casual players be tempted? They would be tempted. At least they would be tempted. Better than NOTHING. In psychology, this is called 'Positive Reinforcement'. Suddenly those stupid orcs you probably randomly designed as some random encounter would become a key creature to your game. From here, there is another dimension to explore about a designing creature.

And it's not just creatures or mobs alone. Levels, items, weapons, NPCs can all do the same thing. "Talk to NPC_X 10 times? You unlocked a mini game!". This example makes player feel that the world is bigger and more interesting. "Hit 9999 times with a cursed weapon that drains your health? It's now upgraded to a super item!". The possibilities are endless. Knowing this, I do not how FF13 came about in this age and time but that's another story for another time.

My thoughts on an interesting read
Here's an interesting read which talks about how to design achievements:
The Cake Is Not a Lie: How to Design Effective Achievements, Part 2

To dumb it down, the designer who wrote this broken achievements down to two kinds: Unexpected Achievements and Expected Achievements. Basically Unexpected Achievements come about as a surprise to players, especially new players. This is precisely the type of achievements needed to draw casual audiences in, the 'hook' that I mentioned at the beginning of this article. From there, you might want to lead them to easier 'expected' achievements and subsequently harder ones.

In the article, he mentioned having delayed feedback, as players become more experienced. This basically means you should not spoon-feed all your achievements. Give them some, let them work for the rest.

He does raise a good point about games that cause people to 'zone' though, or in my words, enter Flow; a state of mind where an individual is so focused on his task that he forgets the world around him. It really depends on the game. The article mentioned temporary achievements like DOTA's "MONSTER KILL!" which actually doesn't break the flow of the game. On the contrary, the feedback is integral and builds up adrenaline of the player, building up on the state of Flow the person is in.

Aside from that, the others DO break the flow. I still feel that Starcraft 2 shouldn't inform the player of the achievement they unlock in-game; it should be done AFTER the game is over. Immediate feedback, as the article mentioned, is not always good especially for experienced players going for greater challenges. And as far as I know, PS3 lags a bit when an trophy is unlocked while playing MVC3 and that's annoying as hell.

So when do you show the feedback? Does it break the flow of my players? It is annoying? Is it helping? Are they really needed? What am I trying to obtain with them? What message am I conveying to the players? Is it too hard? Too easy? How do I draw players in with that achievement? Is it placed at the right place? Am I expecting the player to achieve this at this time? The questions just go on and on. These are important points to consider when you design achievements into your game. There is so much you can do and if there's one thing I learnt for the past 2 semesters about making a game, is that the most important ingredient in a game is FEEDBACK.

And this one simple flash game simply illustrates some of my points:
Achievement Unlocked

Cheers and happy designing.

EDIT: fixed some grammar @ May 12th 2011