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	<title>The Web Portfolio of Aimee Skeers &#187; game design</title>
	<atom:link href="http://fizzthecarbonated.com/tag/game-design/feed/" rel="self" type="application/rss+xml" />
	<link>http://fizzthecarbonated.com</link>
	<description>Video Game Art And Nerdy Knitting</description>
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		<title>To the person who stole my debit card numbers:</title>
		<link>http://fizzthecarbonated.com/2010/01/10/to-the-person-who-stole-my-debit-card-numbers/</link>
		<comments>http://fizzthecarbonated.com/2010/01/10/to-the-person-who-stole-my-debit-card-numbers/#comments</comments>
		<pubDate>Mon, 11 Jan 2010 04:21:41 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[main character]]></category>
		<category><![CDATA[Mass Effect]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://fizzthecarbonated.com/?p=312</guid>
		<description><![CDATA[May the fleas of a thousand camels infest your armpits! May your every sexual arousal be followed by the runs! May every piece of food you eat for the rest of your life be slightly overcooked! Ahem. So I&#8217;ve been playing quite a bit of Mass Effect lately.  (Yes, another shooter!  In addition to Bioshock!  [...]]]></description>
			<content:encoded><![CDATA[<p>May the fleas of a thousand camels infest your armpits!</p>
<p>May your every sexual arousal be followed by the runs!</p>
<p>May every piece of food you eat for the rest of your life be slightly overcooked!</p>
<p>Ahem.</p>
<p>So I&#8217;ve been playing quite a bit of Mass Effect lately.  (Yes, another shooter!  In addition to Bioshock!  It&#8217;s like I&#8217;ve been replaced with a Real Gamer or something!)  I&#8217;ve really been enjoying it, more than I thought I would.  I figured I&#8217;d be slogging through the actual fighting sections in order to get to the next part of the story, but I&#8217;ve actually been enjoying the fights.  There&#8217;s something very fun about taking down a Geth tank with nothing but a pistol and some telekinesis.  The AI is quite good, too&#8211;it&#8217;s nice to be able to trust that my team will actually attack the enemy, take cover, stay with me, use their talents, and just generally act competent without me needing to micromanage all of them.  The pathing is nice as well, which is something that is usually the bane of my existence in games with companion AI characters.  They stay out of my way and rarely trap me in a corner, and when they do I can order them to move.  The only problem is that my giant tank teammate has a tendency to bogart the cover when we&#8217;re all behind a big crate.  I mean, the dude is huge!  Covered in natural armor <em>and</em> technological armor!  He totally doesn&#8217;t need cover as much as my tech and biotic-using human woman.</p>
<p>The only real annoyance I have?  The stupid truck.  The Mako.  It&#8217;s bouncy, handles weird, aims weird, drives weird, and they never give you a tutorial the first time they drop you on a planet in it!  I didn&#8217;t even know I had missiles until I hit the left bumper by accident, and I discovered my thruster boosts when I was flailing around in a button-mashing frenzy hanging halfway off a cliff.  I&#8217;ve decided that it&#8217;s just extremely happy to be out of the ship, and that&#8217;s why it&#8217;s so bouncy.  &#8220;OHMIGOD, this is AWESOME!  I&#8217;m FREE!  I&#8217;m so happy to be outside!  Whee!  WHEE!  I&#8217;m gonna jump around!  I love you so much Commander Shepard I love you Iloveyou!&#8221;  It&#8217;s like a puppy.  A big puppy with a gun on top.</p>
<p>Really, though, it&#8217;s a game where I get to play as a female character, interact with lots of interesting characters, and kill tanks with nothing but a pistol.  Makes me feel badass, so I can&#8217;t get too cranky about the truck.</p>
<p>I hope they make it less bouncy in the sequel, though.</p>
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		<item>
		<title>Jesus Damn It&#8217;s Cold.</title>
		<link>http://fizzthecarbonated.com/2009/12/09/jesus-damn-its-cold/</link>
		<comments>http://fizzthecarbonated.com/2009/12/09/jesus-damn-its-cold/#comments</comments>
		<pubDate>Thu, 10 Dec 2009 04:22:49 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[environment]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[goddamn it's cold]]></category>
		<category><![CDATA[musings]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://fizzthecarbonated.com/?p=301</guid>
		<description><![CDATA[The heat has been on in my apartment for the last two hours and it&#8217;s still only 51 degrees in the living room.  This is ridiculous.  I am typing from the futon, which is heated with an electric mattress pad, and I am wearing a camisole, a tank top, a long-sleeved shirt, a pair of [...]]]></description>
			<content:encoded><![CDATA[<p>The heat has been on in my apartment for the last two hours and it&#8217;s still only 51 degrees in the living room.  This is ridiculous.  I am typing from the futon, which is heated with an electric mattress pad, and I am wearing a camisole, a tank top, a long-sleeved shirt, a pair of leggings, a pair of fleece pants, a flannel nightgown, a crocheted sweater (I made it for my boyfriend three years ago and have reclaimed it in the name of not freezing to death), a pair of wool socks, a pair of battery-powered socks, a pair of slippers, a scarf, a hat, and I am wrapped in a blanket.  And I am still cold.  Good lord and lady.</p>
<p>This actually has me thinking, though.  In D&amp;D, if you go gallivanting off into the snowy mountains without the proper gear, the DM will let your ass freeze to death.  If you don&#8217;t have food and water, and remember to eat it, you will starve.  There are many, many ways to screw yourself over in D&amp;D, which will hopefully learn you a lesson about preparing properly.  Are there any video games with the same consequences?  I&#8217;ve played Planescape: Torment, which is based heavily in D&amp;D for its rule system, but you still never have to eat, or worry about the cold or the heat.  I&#8217;d be interested in playing a game where the environmental effects atually effect the environment.  The ground is slippery when it rains, icy when it snows.  One where the player would actually have to pay attention to her surroundings in order to stay healthy and hale.</p>
<p>However, such a game would probably be a pain in the ass to make, so I&#8217;m not holding my breath.  Just shivering.  Always shivering.</p>
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		<title>Mac and Cheese Gaming.</title>
		<link>http://fizzthecarbonated.com/2009/12/03/mac-and-cheese-gaming/</link>
		<comments>http://fizzthecarbonated.com/2009/12/03/mac-and-cheese-gaming/#comments</comments>
		<pubDate>Fri, 04 Dec 2009 03:48:31 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mac and cheese]]></category>
		<category><![CDATA[musings]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://fizzthecarbonated.com/?p=299</guid>
		<description><![CDATA[Every once in a while, the gaming review community gets the idea that video games need to be innovative.  If they&#8217;re not innovative, then they&#8217;re bad games that shouldn&#8217;t be made.  Only innovative games should be creative!  Games will get praised for their innovation!  Games that are not innovative are horrible wastes of megabytes!  Etc. [...]]]></description>
			<content:encoded><![CDATA[<p>Every once in a while, the gaming review community gets the idea that video games <em>need</em> to be innovative.  If they&#8217;re not innovative, then they&#8217;re bad games that shouldn&#8217;t be made.  Only innovative games should be creative!  Games will get praised for their innovation!  Games that are not innovative are horrible wastes of megabytes!  Etc.</p>
<p>The thing is, sometimes as a gamer, you don&#8217;t want innovative.  You don&#8217;t want something that breaks new and strange ground.  Sometimes you just want to sit down with a game type you love, understand, and enjoy playing.  It&#8217;s comfortable and fun and recognizable.  I call this Mac and Cheese gaming.  Let me explain.</p>
<p>Food can be an amazing thing that exposes you to new cultures and flavors.  It can combine flavors in new and interesting ways.  It can be prepared in an incredibly variety of fashions.  Food can make you glad to be alive or make you kinda wish you were dead.  But sometimes, for all the marvelous, amazing, fancy things that can be done with food&#8230;  Sometimes you just want to sit down with a bowl of mac and cheese.  Good, creamy, rich mac and cheese.  Now, you don&#8217;t want bad mac and cheese.  You want the pasta to be cooked just al dente, and the cheese sauce should be the right consistency, not too thick or too thin.  There should be just enough cheese in the sauce that it has a cheesy richness, but not so much that the sauce breaks or get grainy.  Mac and cheese, cooked just right, is a wonderful thing.</p>
<p>When I sit down to play some Zelda, I want some Mac and Cheese gaming.  Is Twilight Princess amazingly innovative or mind-blowing?  No.  But it is delicious, and it&#8217;s just right for me.</p>
<p>&#8230; shit, now I want mac and cheese and we have no pasta.  Thanks a lot, blog.  I blame you for this.</p>
]]></content:encoded>
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		<title>How not to get hired.</title>
		<link>http://fizzthecarbonated.com/2009/12/01/how-not-to-get-hired/</link>
		<comments>http://fizzthecarbonated.com/2009/12/01/how-not-to-get-hired/#comments</comments>
		<pubDate>Wed, 02 Dec 2009 02:59:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[bugs]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[job]]></category>
		<category><![CDATA[misconceptions]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://fizzthecarbonated.com/?p=296</guid>
		<description><![CDATA[Here&#8217;s a tip:  Sending an unsolicited email to a game studio detailing the bugs you found in their released game is not a good way to get a job.  I am assuming that was the reason for the email, because I can&#8217;t see any other logical purpose for it.  The game is done.  It is [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a tip:  Sending an unsolicited email to a game studio detailing the bugs you found in their released game is not a good way to get a job.  I am assuming that was the reason for the email, because I can&#8217;t see any other logical purpose for it.  The game is done.  It is finished.  It is released.  There will not be a patch for it, there will not be any further revisions on it.  There is no need for further bug-fixing.  There is no need for further <em>anything</em> fixing.  It&#8217;s <em>done.</em></p>
<p>Furthermore, if you&#8217;re playing a game and you come across some kind of bug in it, chances are the developers <em>know</em>.  Many, if not most games will ship with some kind of bug.  It might be a simple art bug where a door is slightly offset from the wall.  It might be a collision issue where you get blocked from walking for no actual reason, or, alternately, where you can walk straight through a wall that shouldn&#8217;t allow passage.  It might be possible to get permanently stuck in the scenery, or have the audio skip disjointedly, or have the player just straight-up fall out of the world.  The thing is, the developers probably know damn well the game is shipping with bugs.  You really don&#8217;t need to tell them that.</p>
<p>Why do games ship with bugs, then?  Well, sometimes schedules get drastically cut, and there just isn&#8217;t time.  Sometimes schedules were poorly planned to begin with, and there just isn&#8217;t time.  Sometimes the very nature of the game you&#8217;re working on gets dramatically changed, requiring a lot of re-working, and there just isn&#8217;t time.  Sometimes half the people at a studio get laid off, and there just aren&#8217;t enough people to complete the game in time.  (Have you noticed a pattern yet?)  Sometimes a minor bug is known about and it just doesn&#8217;t get fixed because it&#8217;s not important enough to risk breaking the level for.  Toward the end of development, a game is like a house of cards.  If you have framerate, memory, gameplay and story all working together reasonably well, you do <em>not</em> risk breaking that balance for something as small as a trash plane sticking through a wall or a chair floating slightly above the floor.</p>
<p>My boss often says there are two kinds of games:  Game that are perfect, and games that ship.  It&#8217;s much better to work on games that ship.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Get to know your GDD.</title>
		<link>http://fizzthecarbonated.com/2009/11/05/get-to-know-your-gdd/</link>
		<comments>http://fizzthecarbonated.com/2009/11/05/get-to-know-your-gdd/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 04:51:12 +0000</pubDate>
		<dc:creator>FizzTheCarbonated</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[advice]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[musings]]></category>
		<category><![CDATA[portfolio]]></category>
		<category><![CDATA[Q&A]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.fizzthecarbonated.com/?p=283</guid>
		<description><![CDATA[On a recent comment, rhiandmoi suggested that I make a post on the life cycle of a game.  That&#8217;s a great idea, but it would take way more than a single post to sum it up!  I thought I would start at the logical place to do so:  The beginning. Games start with a GDD, [...]]]></description>
			<content:encoded><![CDATA[<p>On a recent comment, <strong>rhiandmoi </strong>suggested that I make a post on the life cycle of a game.  That&#8217;s a great idea, but it would take way more than a single post to sum it up!  I thought I would start at the logical place to do so:  The beginning.</p>
<p>Games start with a GDD, or Game Design Document.  Games that do not start with a GDD are pretty much doomed to fail, because they will have no concrete guidance on what game they are making.  The GDD contains story and character information, but it also contains much more than that.  A GDD will describe what genre the game falls into.  It will describe gameplay decisions and the consequences of those decisions.  It will describe character movement, enemy types, weapons, and puzzles.  It will contain descriptions of the levels, and the actions the player will need to perform in order to progress through said levels.  A GDD is the game, albeit in a 2-d, non-interactive form.</p>
<p>GDDs are important for both the developer and the publisher.  They&#8217;re used to pitch games to publishers, so both parties understand exactly what kind of game is being discussed.  The GDD will of course be amended and altered over the course of the project, but it&#8217;s still a very vital starting point.</p>
<p>The GDD for Grim Fandango can actually be downloaded in PDF form from <a href="http://cache.kotaku.com/assets/resources/2008/GrimPuzzleDoc_small.pdf.zip">here</a>.  It&#8217;s worth a read for aspiring designers.</p>
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		<item>
		<title>Crap!</title>
		<link>http://fizzthecarbonated.com/2009/10/21/crap/</link>
		<comments>http://fizzthecarbonated.com/2009/10/21/crap/#comments</comments>
		<pubDate>Thu, 22 Oct 2009 05:07:46 +0000</pubDate>
		<dc:creator>FizzTheCarbonated</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[main character]]></category>
		<category><![CDATA[musings]]></category>
		<category><![CDATA[silent protagonist]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.fizzthecarbonated.com/?p=268</guid>
		<description><![CDATA[Nothing quite like realizing it&#8217;s almost 10:00pm and you haven&#8217;t blogged yet to get your ass into gear.  Right.  So.  Blogging. I&#8217;ve been playing Brutal Legend lately, and it&#8217;s been a blast.  I&#8217;m only maybe four hours into it, but it&#8217;s been really fun so far.  (Except for the driving.  I have never been good [...]]]></description>
			<content:encoded><![CDATA[<p>Nothing quite like realizing it&#8217;s almost 10:00pm and you haven&#8217;t blogged yet to get your ass into gear.  Right.  So.  Blogging.</p>
<p>I&#8217;ve been playing Brutal Legend lately, and it&#8217;s been a blast.  I&#8217;m only maybe four hours into it, but it&#8217;s been really fun so far.  (Except for the driving.  I have never been good at driving games, so whenever I&#8217;m driving with a deadline I hand the controller over to Chris.)  I love the writing and the characters and the amount of ass-kicking I&#8217;ve been getting to do.  It&#8217;s very enjoyable, and it&#8217;s been making me think about a particular debate that recurs amongst developers.  Do you want the player to <em>empathize</em> with your character, or do you want the player to <em>become</em> your character?</p>
<p>It&#8217;s the latter idea that creates most of the Silent Protagonists in video games.  A lot of people think that if the main character never speaks, the player will project him or herself into the character&#8217;s world, and <em>become</em> the character.  Frankly?  I think this is kinda bullshit.  I never see myself as Link, I never see myself as Chell, and I don&#8217;t feel like I&#8217;m my Fable II character.  I don&#8217;t even see them as extensions of myself.  (Maybe if I got to choose some dialogue for my Fable character I&#8217;d feel differently.  Seriously, everyone wants to marry her and I can&#8217;t explain to them that she&#8217;s not ready to settle down right now, damnit!  Leave her alone!  She has a world to save!)  Link, for one thing, is depicted as having an actual personality, even if he doesn&#8217;t speak.  I like Link because he&#8217;s Link, not because he&#8217;s an extension of me.  Chell probably comes the closest to making me feel like I am the character, but that&#8217;s a factor of the game design.  Since there are no other humans in the game, and she never speaks, and the only things that speak to her are AI that don&#8217;t use her name, it&#8217;s pretty easy to start thinking, &#8220;Shit, they&#8217;re shooting at <em>me</em>!&#8221; rather than &#8220;Shit, they&#8217;re shooting at her!&#8221;  In Fable II, I actually feel way more connection to the NPCs in the story, because at least they have personalities!  The only thing that makes me feel connected to my character is her <em>dog.</em></p>
<p>I tend to prefer games that feature an interesting character that I can empathize with.  Eddie Riggs is funny, badass, and kinda sweet.  I want to play the game just to see what happens to him.  Same with Beyond Good and Evil (if I can ever get past this stealth part).  I like to play as a character who interests me, who seems like a real person in some way.  I want to have a connection with the character, and I usually don&#8217;t get that with Silent Protagonists.  That doesn&#8217;t mean they can&#8217;t be part of a good game, of course, it just means I&#8217;m going to be playing the game for the <em>game</em>, and end up having less invested in it.  When I care about a character, I want to get them through the game unscathed because I don&#8217;t want to see them hurt.  When I don&#8217;t care about a character, I just want to get them through the game unscathed so I don&#8217;t have to repeat sections.</p>
<p>Silent Protagonists aren&#8217;t bad, per se, but I don&#8217;t think they do what some developers think they do.</p>
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		<title>Things I feel like other developers should know.</title>
		<link>http://fizzthecarbonated.com/2009/10/14/things-i-feel-like-other-developers-should-know/</link>
		<comments>http://fizzthecarbonated.com/2009/10/14/things-i-feel-like-other-developers-should-know/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 04:21:33 +0000</pubDate>
		<dc:creator>FizzTheCarbonated</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[advice]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[minigames]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.fizzthecarbonated.com/?p=263</guid>
		<description><![CDATA[(Quick post tonight, it&#8217;s freezing in my apartment so I&#8217;m not going to stay at the computer very long.) Re: Minigames. Minigames can be great.  They can break up a lot of the same gameplay and add interest and re-playability to a title.  However, when you want to add a minigame, consider whether the minigame [...]]]></description>
			<content:encoded><![CDATA[<p>(Quick post tonight, it&#8217;s freezing in my apartment so I&#8217;m not going to stay at the computer very long.)</p>
<p>Re: Minigames.</p>
<p>Minigames can be great.  They can break up a lot of the same gameplay and add interest and re-playability to a title.  However, when you want to add a minigame, consider whether the minigame you are adding uses any of the skills that your player will have built up over the course of the game, or whether it uses the skills that would be built up in a completely different title.  Maybe don&#8217;t add minigames with gameplay elements completely alien to the title you&#8217;re working on.</p>
<p>An example:  My boyfriend is currently playing Blue Dragon, a JRPG of the old guard.  Turn-based, with fighters, healers, black mages, and monks.  Occasionally, though, the designers decided to break up the gameplay with minigames.  Some of these build off skills you already have (like the escort mission&#8211;probably the least annoying escort mission ever).  Others require something that is pretty much never required in a JRPG&#8211;<em>reflexes</em>.  I don&#8217;t know about other people, but I play JRPGs partially <em>because</em> they don&#8217;t require me to aim at anything or have hairtrigger reflexes.  At one point in Blue Dragon, you are <em>required</em> to pass a punishingly hard shooting gallery minigame in order to progress through the game.  My boyfriend has much better reflexes than I do, but it still took him three tries and a whole lot of swearing.  It was very nearly a ragequit moment.  I was just sitting there going, &#8220;Who thought this was a good idea?  People who play JRPGs don&#8217;t expect this kind of shit!  What the hell is this shooting game doing in my JRPG?&#8221;</p>
<p>So, to sum up:  Consider the kind of people who will be playing your game, and ask yourself, &#8220;Will these people like this minigame?  Or will they wish death upon my family when they encounter it?&#8221;  Please, don&#8217;t make me wish death upon your family.  It takes so much energy.</p>
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