The Avatar Machine

AvatarMachineThe Avatar Machine is an interesting art project by Marc Owens. He tries to represent the aesthetics and viewpoint common in 3rd person MMOs. Certainly worth checking out his video of the device in action.

Granted the camera position isn’t optimal since it’s basically blocking the view on his own path but it’s an interesting take on the ongoing interweaving of virtual and physical spaces. I especially love the “warning” attached to the avatar machine:

The system potentially allows for a diminished sense of social responsibility, and could lead the user to demonstrate behaviors normally reserved for the gaming environment.

Flash Game: Small Worlds

Small World - Level Start
Small World - First Steps
Small World - Further Out

A coworker of mine just pointed me to a little flash game called Small Worlds. I’ve started playing it and I immediately fell in love. Now normally I put all the playworthy flash games I find up over at the everyplay blog but Small Worlds was special enough in the way it treats game space that I wanted to mention it here. Before you read on, take some time and play it. It’s worth it.

The game was created by David Shute and is subtitled “A short atmospheric game about exploring“. It was entered in the Casual Game Design Competition #6 and won it as well. In it you take control of a simplistic avatar and move around to explore the world around you and find “the exit”. Sounds like most of the games out there, right?

What sets Small Worlds apart is that the entirety of the explored space always fills the screen. This means that in the beginning all you have are a few big colorful pixels, maybe some of them moving, and a soundtrack. At first it’s impossible to make out where or what you are. Then as you play with the keys you notice that the red pixels make up your avatar. As you move around and discover more of your immediate surroundings the picture becomes slightly clearer. Moving white pixels turn to snow as your understanding of the space shifts.

This is part of what makes Small World excel at it’s premise of exploration: As you explore you can feel the gears in your head turn as you understand more and more of the space. Then, after this happens, the game still doesn’t loose it’s magic. My guess is because of the immediate feedback: Seeing all of the discovered space on screen shows you which areas you haven’t uncovered yet. It gives you the feeling that even if you explore dead ends, you haven’t wasted your time, because instead you’ve gotten more of the big picture. In that vein it’s a bit like a scratchcard to me.

No More Wrong Turns PDF

I’ve been meaning to do this for a long time but kept putting it off. Now it’s finally here: the No More Wrong Turns article in handy PDF format for you to download and print:

The article is released for personal use only. If you want to do something else with it, please get in touch with me. I’ll propably say yes but it’d be nice to know about it.

Creating a Paper World

shadowcomplex_earlymapdesign_logoAnother excellent article I just want to quickly point out to you guys: It’s a short piece by the MTV Multiplayer blog about the design process behind the Shadow Complex world.

It basically boils down to the Chair Entertainment guys prototyping the entire game world on paper and playing through it. Accoding to the article this method helped identify and prevent at least a few issues that might otherwise have ended up in the final game. That just goes to show that there’s a lot of trouble you can avoid if you building a good prototype.

Creating a Living World

There’s a new video (one of hundreds) for Dragon Age: Origins out. Compared to the Marilyn Manson gore & tits fests of the other trailers this one is actually worth a look. Granted it’s still primarily a piece of promotional video but they touch on a few interesting points. A little bit about the visual design and the workflow.

They even bring up a few ideas I have lined up for yet another article about game spaces. And no, it’s not the one about boss fights…

Anyway, enough bla bla, here’s the video:

Still here – just busy.

Shadow of the ColossusHey everyone. I’m still around and I’m sorry it’s been quiet again for so long. The usual excuse of being busy applies, but it’s not just life and work:

I’ve started working on another bigger article. It started out as a small work related piece of research and has grown into a bigger article about Bosses and Boss Fights in video games. I hope to be able to post it this month.

Maybe I’ll be able to do a few smaller pieces in the meantime, but don’t count on it.

No More Wrong Turns

Alright my dear readers, the Gamsutra embargo for No More Wrong Turns is up so it’s time to post the article on this blog. In here I’m going to talk about navigation through the spaces of video games and the different tools that help us with that. This is mostly going to be relevant for 3d environments but much can be applied to 2d graphics as well. Also please bear with me, this is going to get quite long.

Navigation Tools
Continue reading