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Game Dev Tutorial: Twinery 2.0 The Basics

Twinery.org

No I’m not a developer for Twinery, just someone who thought it might be useful for others.

So you want to build your own text-adventuring system from the ground up? Well, I don’t know if I’ll be able give you everything to make it the most interactive experience possible, but I did play around with Twinery enough to get a few features down that are necessary for making such a game.

Why Twinery? Twinery can be used for text-adventuring, pick your own stories, or even just to visualize non-linear story telling in a better way so you have a digital cork board to place all of the information and keep track of it in a more manageable way.

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Video Post: VO Review Grow Home

I got bored and made a video for the last post about Grow Home. It has a silly with video and voices. =)

Transcript can be found here

Let’s Talk About: Grow Home

There is no competition, there is no worry, there is only your task at hand, to Climb and the Grow.

GoneHome_Climbing

Samu, the Zen practice of physical work, through doing, being present and in the moment, leading to an enlightened Zen state. Grow Home embodies this perfectly. Grow Home is the latest in Experimental Games from Ubisoft following Child of Light, and has you with the only real goal of growing a giant plant by plugging its seeds into the floating rocks with glowing Zelda beacons by climbing up the plant and riding the seed to implantation.

GrowHome_Seedling

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Game Design: Personal Choices and Morale Choices

Bad person has taken your girlfriend/spouse/waifu pillow and has her hanging in a potato sack on the perch of one building; also has kidnapped 10 doctors and has them hanging on the top of a different building. You can only pick one group to live and the other falls 30 stories onto the concrete pavement below, which would you pick?

Doing what you want to do and doing the right thing is tricky. You have your own selfishness involved, not wanting to lose something that’s yours, having something taken away from you, but what about the needs of the greater good or the needs of the the person that you want to rescue? What about creating a simulation so you can walk through your choice and see the potential consequences of such a choice?

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Gaming Experiences: Video Game Memes and Shared Vernacular

It always amazes me by how permissive some memes can get with the internet culture, specifically video game memes. It’s not like the general lifespan of a meme where somebody posts some witticism on the internet and it takes off, plateaus, crashes in a firey forest of overuse and misuse only to be resurrected for nostalgia sake. Video game memes are a special kind of coincidence. Where the hive-mind of the gaming population experiences the ridiculous, the outrageous or the cringe-worthy at roughly the same time only to be used as the punchline of ridiculousness in the future.

Karting Etiquette
Karting Etiquette

VG Memes aren’t passed around as readily as Internet Memes and that makes the experience a bit strange for me. It’s not like someone made a funny, then people start passing it around to one another. It’s more like something was coincidentally strange and people just happened upon it at the same time. Like everyone watching a TV Show or skit from SNL at roughly the same time and now it becomes part of the collective consciousness of pop culture. Like using punchlines of Michael Bay for the over the top spectacle, Tarantino for excess in violence and blood, or M Night Shyamalan for degradation of work; we have similar remarks for Hideo Kojima and heavy handed plot, Suda 51 for heavy handed plot, Telltale for Character-Driven adventure games.

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Game Design: MusicXGameplay – Playing a beat.

I’ve always had a soft spot for music games. The synchronous harmony of action and rhythmic reward, getting your movements in tune with the game. For many games, it’s not about progress through the game, but progress of the self. You can get to the end of the level on easy mode, but have you developed your reaction, fluidity equaling dexterity to get through the medium difficulty or harder? It’s about challenging yourself at the same pace as the music as much developing the skill and time-specific accuracy that makes me enjoy music games, in general.

DDR
DDR
Rock Band 2
Rock Band 2

The formula helps create a deeper immersive-connection to the game as you play it because you’re forced to involve more senses to interact with one another and influence one another. In this case, you’re forcing your ears and your eyes to influence your movements and reaction time because every action corresponds to some beat.

But that doesn’t mean traditional music games are the only kids in the playground that try to force a player to express themselves with the rhythm that they exclaim.

Continue reading “Game Design: MusicXGameplay – Playing a beat.”

Let’s Talk About: Early Sonic

In preparations for a future project, I’ve been playing all of the old Sonic games for the Sega Genesis to get a feel for how the franchise has evolved over the years. These early Sonic titles were picked because they are widely regarded as being the better Sonic games and on the better side of platformers of the 16-bit generation. But somewhere on its march towards the present the series has consistently stumbled and tries to pick itself back up. But this interpretation of the Sonic’s past is a bit muddy because even at its roots, the games have been a playground of trial and error for how these games want to represent the Blue Hedgehog.

sonic over time

At least for the purposes of this article, I’m limiting the games to Sonic, Sonic 2, and Sonic 3.

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Game Design – Crossing the Innovative Line

At what point is a game too much the same as its past incarnations?

This is a question that comes up every year during annual-release gaming season with franchises like Call of Duty, Assassin’s Creed, and Mario pushing out the current year’s installment. They don’t ever get released to complete fanfare and pageantry as there’s always criticism about the games being glorified map-packs and rarely ever justifying the cost of a full-fledged title, but to be fair most games change slowly overtime and it’s where the developers choose to focus that change where new innovative gameplay spawns for long-standing franchises. There are ways around this by pairing leaping-innovative ideas with old characters or jump-starting a new franchise altogether where these ideas can be explored and tested to see if they have any footing, but franchises are easier sells and less risky.

A different way to phrase this question then is this: Where is the innovative divide between DLC and Standalone justification?

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Thoughts on Gaming: Shared Experiences and Common Connections

There was a time in my youth that I remember only a handful of games that every kid had to have. Super Mario, Mario Kart, GoldenEye, Super Smash Bros, Unreal Tournament, Starcraft, Counter-Strike… Of course there were many other great games in the 90s and early 2000s, but there weren’t many that were ubiquitous among the community. You didn’t even have to be that good at all of these games, but you knew that somewhere during your weekend gaming hang-outs, one of these games would come up and you would spend the next few hours of raging and mocking over these games.

Old-Venn

But it also seems like there aren’t that many of these kinds of ubiquitous games around today. We have our Call of Duty annual wintertime jam, Super Smash Bros groups, League of Legend crews, World of Warcraft guildies, but these games being largely ubiquitous isn’t a given anymore.

New-Venn

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