Well, I haven’t seen my mum play any game, not for a while anyway
last game I’ve seen her play was an RPG like game for which I can’t remember the game now
It was on the NES

So my suggestion would be some RPG game, but they are everywhere and they are all pretty much the same.

She likes to cook and sew… So I suppose some RPG game mixing cooking or sewing into it. Theres Cooking Mama for a cooking game, not an RPG… and it has already been done.

Though I haven’t seen any games on sewing…
I suppose some game based on sewing and is an RPG. Maybe you have to walk around completing sewing quests, and to sew you need to use a Wii remote and perform some sewing motion… you can buy upgrades to sewing machines, needles, types of cloth and thread…
I don’t know… I’m not an expert on sewing 😛

Well there you go, a sewing Sim/RPG… Theres probably some Anime based on sewing… and they get super powers from wearing the enchanted clothes they make… (Yakitate Japan comes to mind… Anime on Bread……………………..)


More than Fun?

14Aug09

Anthony rants on video games only being about fun, and killing things and violence and guns.
This is quite true. Anthony also rants on about video games being immature and for 12 year olds
again… quite true for some games

Anthony wants video games to be more serious, to relate to the player, to cover some real world issues.
Yes I agree with that too.

Now David rants in reply that can’t all just be serious and cover real world issues.
again this is true

So far my impression of whats going on is that David says that Anthony wants to abolish fun and only have serious real world stuff…

Well…
Everything has some element of fun in it. You watch a movie because its fun in some one, entertaining. You read a book because its fun, art museum, for fun/entertainment. Every medium combines entertainment with some real world message. Video Games can do that, It’s just a matter of time when some one does it. So far, it is almost all about killing things. Yes Video Games do need to branch out and not concentrate on only killing things. But they must keep it fun in the process.

The thing is, games in general, have been around since the dawn of time and games are always about fun. You can’t take away the fun from a game, otherwise it wouldn’t be called a game anymore would it?


Gish
Ive played the Gish Demo through 3 times. The graphics are in 2D and are very nicely done, the music is good too (I hope theres more of the stuff in the full game)
Gish sports an added way of controlling the character, the ability to change the character’s state, from sticky, slick and heavy. Combined with the physics based nature of the game, it works wonders. The only thing I dont like about the controls would be jumping, which relies on the physics of the character. For me to jump, I have to jump a bit first and slowely build energy to make Gish jump. Hence I usually just use Sticky to get Gish going around.

After watching the Video on Gish, I would have to agree… and disagree with sound effects. Right now it seems ok, the music in the background with no sound effects works well with me. I would consider having sound effects where there is no background music, or when there is light background music, just for setting the atmosphere.

Constellation
For the most part of the video it was just the conspired death of a beatles band member. Which was odd to me… then it all came together… Constellation. The human behavior of trying to make sense of a world of chaos and randomness.
Then the speaker went on about how Constellation can be used in games. Make something happen periodically or randomly, and let the player’s imagination try to make sense of it. The result could be epically amazing, the idea from the video was to make an NPC in the game walk off randomly into enemy territory. The player would try to make sense of this as a suicide, or, if the NPC survives and kills the enemy, the player would see this as some insane AI.
OK…
The whole idea of making sense of things reminds me of a small experiment I was told about in an AI lecture. The experiment involves a pig and a human. No it does not involve swine flu :P… Right… Both subjects are presented with two pedals, gives food, one does nothing. The pedals switch function randomly, so there is a 50/50 chance the one the subject picked would give food, this 50/50 chance is unknown to the subjects. The pig would end up with more food than the human, due to constellation. The human would try to make sense of the randomness and try to work out a non existant pattern… Constellation, and the percieved pattern would fail all the time, whereas the pig would end up choosing pedal and sticking with it, getting the pedal right 50% of the time.


A toy

06Aug09

So from the lecture, the impression I got of what a toy is, is a game or object that has no specific goal, no specific rules that are managed by the player or observers. So physics apply (in real world toys anyway). What I am currently thinking of is a physics based toy on PC, so more of a simulation.
Hmm
The user can draw different items on the screen with mouse (PC) or other controller (Wii remote, DS touch screen and stylus). The user can then select what materials that object is made from.
The game.. I mean toy is in 2D, and objects drawn can’t overlap, overlaps drawn by the user would be a join in the two drawn objects.
The user can press play and watch all their objects do what they do.
Objects such as a motor, candles, pulleys, levers can be placed on the screen as well.

New players would probably end up with a bunch of objects falling down… after some play and using more creativity and understanding the physics (or simulated physics) more, players can create more interesting setups (I’m thinking, something like those japanese dominoes style setups on youtube with random objects around the house)


I see the Differences between table top, Computer and Live action games as a compromise of two main factors, Simulation and Imagination.
Simulation is how well the game reproduces the real world, and Imagination is how well the game takes the player away from the real world, either the player using his/her own imagination and creating a new world in his/her mind or the game providing a new immersive world through the game’s interface and imagery.

Now, Table top games would be at the bottom of the Simulation ladder, live action at the top because live action is done in the real world and there cant be anything more real than the real world. Computer games are littered between the two.

On the flip side, Table top games and computer games would take the top for providing an escape to the player. Table top games rely on the player’s imagination to provide an escape, whereas with computer games, the game itself provides the interface and sensory material as an escape.

As an example I will look at Magic The Gathering card game for a table top game. The players have a deck of cards. Each card is either a resource, power or creature. Players battle each other using their decks of cards. When laid out on the table and in the middle of a game, the players have, essentially, an army of creatures on the field. Pictures on the playing cards and the feeling of controlling an army provide the Imagination part of the game. The players, well I do… some times, can visualise the game in full 3D in their mind.

I see that table top games allow the developer to concentrate on the game and story (if applicable) rather than spending tons of time and money on developing the game engine, interface, graphics and sounds. Table top games leave most of the world up to the player’s imagination.

However, there are limitations on what you can do with cards and figures, and games with long stories can become hard to fit on paper. Long stories eventually become just reading a book.

For computer games, the developer can do pretty much anything. The developer can make simple games such as mine sweeper and can also make huge epic games such as fallout 3. Computer games can have amazing graphics which are always getting closer to photo realism (crysis) and the interface is evolving to motion detection rather than the old keyboard/mouse/controller (Wii, Project Natal). Here we see a huge ability for computer games to simulate reality.
The developer is in full control of what he/she wants players to experience. The developer can create a huge immersive world and incorporate pretty graphics and sounds as well as motion based controls (Im thinking, the best graphics and sounds today in a VR helmet on a 2D tread mill with cameras pointed at the player) or most of the world can be left up to the player, essentially turning the computer game to something much like a table top game. Monopoly and Magic the gathering do have PC versions.

With live action games, simulation is at its peak, you cant get more real than the real world. Though there are problems with this, there are limitations to the real world we cant get over (yet) such as personal flight, and the ability to die and come back… and Quick save… I’d give anything for quick save/load in real life… anyway… Developers of a live action game would have trouble adding fantasy/scifi features to the game as reality cannot be re programmed to have elves and flight. Most of the fantasy/scifi part, like table top games is left up to the players imagination.

Ofcourse there are games that do not require simulation and imagination. Such as the card game Big2, Mine sweeper, Pretty much all live action games. Here the limitation for board games is what you can fit on paper, on a table, in a room. For Computer games, its pretty unlimited, well limited to the technology that is currently available. Live action, again technology that is currently available.


Ball Game

27Jul09

In the lecture I was under the table scooping up balls and unleashing them to another corner of the room
So my idea is to use the PC mouse, or wii remote or DS touch screen for a game

The game involves reflecting balls around the screen by drawing lines across the screen
Each player gets a corner or half of the screen (2 player or 4 player mode)
Balls will be “dumped” randomly at the start at the centre of the screen, moving out in random directions
Following the lecture ball game, the corner with the least balls wins
Players can draw what ever they like, and the line will behave like a wall, so players can draw a wall to bounce balls off, and draw circles to trap balls for bouncing later
Team play can be done as well, two wii remotes for one side, two for the other

There will be two types of lines, Red and Black. Red lines will send ball bouncing at speed, and Black lines will rebound balls and slow them down a bit, this can be implemented with the A and B buttons on the Wii, left or right buttons on a mouse.
Players can only draw in their own square.
Lines will disappear after 2 new lines drawn, so a maximum of 3 lines per player.
Lines will have a maximum length, to avoid drawing a huge wall to block balls out.
Lines will have a timer on them, again to avoid huge walls to block out balls (when playing in teams)
Like the original game, there will be a random timer, music plays, and when the music stops, balls will get frozen, and counted.

This game carries over cooperative play (in team mode) and competative play of the original game. Players still need to get the balls out of their square, and in team mode, two or more players will be involved…
You still get the music and the drama of not knowing when the timer will end. As a challenge obstacles can be added to the playing field to bounce ball off or slow them down. Teams can team up against one team like in the original game as well.


Dogma Manifesto

27Jul09

Repeated gaming concepts exist only for those who like those gaming concepts. I think the dogma Manifesto only applies to new games for new gamers or people who are bored of current games. The only games I can think of that fit the Dogma’s criteria are mini games, party games, simple pick up and play games. Which are most party games on the Wii and the various flash games available on the internet.
3dLogic - pickup and play

I spose point 2 of the dogma must change for 2009. Everyones using LCDs, everyone has some powerful graphics hardware compared to 2001. 640×480 just doesn’t look good when scaled to a 19″ LCD’s native resolution, and is just too small when unscaled. Many systems today are capable of running games (from 2001) at 1280×1024 at 32-bit colour at higher than 20fps.

Point 10… I spose one could say something about the colour white. It seems that white is the new black these days.

A game idea I forced my self to think out involves mirrors and aligning them using objects in the environment such as balls on a slope, springs, a physics based game essentially, the goal is to align all the mirrors to reflect a laser beam to a receiver. The game can be expanded to a multiplayer game, one person/team to align the mirrors to that team’s receiver, the other team trying to align the beam to their receiver.

Such a game only requires simple 2d graphics, though going 3d would be a huge plus, especially since almost all computers these days have some hardware accelerated 3d graphics processing. The game can use a mouse to drag and drop objects and activate the setup. There are no zombies, but zombies can be implemented in some way or form. The game is just a top down view of the objects, though a 3d view can be obtained if we go for the 3d version. Theres no need for “special attacks” its just a physics simulation. No cut scenes or movies are needed either. There is no violence, though violence can be implemented in how objects behave. Theres no good and evil, just winning and losing really.