Wednesday, December 16, 2009

Cogs demo

I also downloaded the Cogs demo from Steam to try out on my SEA –> BOS flight. It was a sliding tile puzzle game (arrange the tiles to complete a pattern via a series of moving them into the empty slot) with a few additional puzzle elements.

It wasn’t nearly as approachable and usable as Everyday Genius SquarePuzzle. The player is immediately thrown into time-pressure situations while still learning the basics of the game. As it turns out, it didn’t matter if time ran out in the demo mode…. But the artificial pressure made it a much more stressful introduction to the game than was needed.

The demo also seemed to be structured more towards showing a breadth of puzzle styles which meant that I was introduced to interesting looking, but ultimately too frustrating to figure out, puzzles. My initial reaction was that “if I’m already stuck on the 5th puzzle of the demo, will I be able to solve ANY of the puzzles in the full retail version?”

Because I was a captive audience (stuck on a red-eye flight) I actually gave the game more time. And once I discovered an important rule that I missed (the sliding tile mechanic worked in a slightly looser fashion than other versions that I’ve played) and discovered how to rotate and view 3-d puzzles the game started to pick up a bit. These “eureka” moments combined with very satisfying “mission success” puzzle/object animations to reignite my interest in the game and I went back and figured out how to solve some puzzles that had previously frustrated me.

Will I buy the game? Probably not unless it is super cheap. I still fear that the puzzles will be too difficult for my liking. Although it’s true that in the free play mode I can make as many moves as I like to solve the puzzle, I find that I just don’t “grok” these kinds of tile-sliding puzzles the way I “grok” math square puzzles.

Everyday Genius SquareLogic Demo

Wow. Fantastic. I got the Everyday Genius SquareLogic demo from Steam before I headed out to the airport. Being a little gun shy from my last experience (Steam made a fuss about me playing a demo while not connected to the internet) I verified that I had completed the tap dance of commands to enable offline play before leaving for the airport.

EGSL provides a wonderfully constructed demo that makes Sudoku-like math puzzles accessible to casual and hard core math puzzlers alike. I skipped the tutorial and jumped straight into game play and was not disappointed. The game presented a couple of tips as I played and I was on my way.

The first few puzzles were obvious and easy to complete so that players could focus on basic controls and learn some of the helpful decision aids that the game provided. If I do have one concern about the learn-to-play component, it’s that the game did load a few too many advanced features early on that weren’t required to solve the puzzles – thus they became forgotten by the time I would have wanted to actually use them.

Puzzles were untimed and you had unlimited moves to solve them. You could guess if you wanted, but the game encouraged you not to by insisting that each puzzle could be solved without guesswork. The game did NOT penalize you for incorrect guesses, but instead provided non-derogatory feedback that you might change your response.

After playing several puzzles I realized that there was a move counter and that if I wanted to challenge myself I could try to minimize the number of decision aids I used in order to solve the puzzle. Moreover, I soon figured out that there was a “perfect” solution to the puzzles I tried. 16 squares meant that puzzles (at least the way they’ve been constructed so far) could be solved in 16 moves.

Achievements were rendered as progress were made – some rewarded loyalty (keep playing and you get them) and others rewarded skill gains (start beating par) and still others rewarded mastery (solve more difficult puzzles gracefully).

One of the most interesting takeaways from the game was its use of gating and locking content. The designers clearly understood that some people would want a long, gradual introduction to the game. They would need to start slow and build up their confidence before being capable of solving more difficult puzzles without frustration. The default progression pattern allowed players to do exactly this, providing a fun and non-threatening challenge ramp. More complex puzzle types were unlocked after winning the “boss” challenge at the end of a long incremental chain of puzzles.

However, more advanced puzzle solvers who wanted to dive into the harder puzzles could easily do so if they were feeling bored with the current puzzle type. They could hit, essentially, the “I’m ready” (or maybe “I’m bored with the current challenge”) button and skip to the boss battle. If it looked like too much of a leap, they could go back and continue the default progression. Otherwise they could beat the boss and unlock the next set of puzzles.

This game is a shining example of how to make a game approachable to all interested players regardless of skill level. The learn-to-play components were excellent (except for the introduction of a couple of advanced decision aids too early on which led to me forgetting them) and I look forward to examining the stand alone tutorial to see what it brings to the table.

Before I knew it the 60 minutes were done. I found myself wishing I were on a wi-fi equipped flight so I could purchase the full version of the game. I’ll do so tomorrow.

Kudos!

Wednesday, December 9, 2009

Continuity... A fun little puzzler within a puzzler

Whilst procrastinating from doing some work (and judging IGF entries) I came across Continuity via a tweet from @raphkoster. It's a student game that sucked me right in.

It's a fun puzzler within a puzzler that introduced controls and complexity in an engaging and well paced challenge. The "inner puzzler" was a standard find key, unlock door puzzle. You have a stick man and need to first grab the key and then unlock the door to escape the level. The "outer puzzler" was a manipulate the tiles game. Each "inner puzzle" was a tile. So you needed to switch between inner and outer puzzle (via the spacebar) to complete levels.

For me, it had just the right mixture of brief "this can't be right..." or "I don't understand why I can do X, but not Y" moments such that new concepts were puzzling and not frustrating.

Analyzing this game reminds me of my experience playing Braid. I loved Braid even though many of my usability professional friends hated it because it seemed to violate expectations about how people should be introduced (some would argue "spoon fed") to new puzzle mechanics. For a few moments early on in Continuity I thought I had uncovered a major usability flaw: I couldn't understand why I could move my avatar between some tiles and not between others even though there appeared to be a valid path. Because I didn't understand the logic behind the game (you can only move between tiles if ALL paths link up cleanly between tiles -- not just the path you want to traverse) my initial response was "this seems arbitrary" and therefore required better graphical affordances to let you know when you could vs. could not traverse a path (uncrossable paths should look -- well -- uncrossable).


For such a clean design, I realize that adding extra "this path is valid" affordances might clutter the visuals and over-fix the problem. Ensuring players figure out the logic could be done through a sequence of puzzles designed to illustrate the problem (which is mostly what happened in my case). That said, a simple idea worth trying might be to make the white tile walls transparent when two validly matching tiles are adjacent to each other. This will eliminate the initial confusion that exists when the player realizes that "some white walls I CAN move through, but some white walls I can NOT move through" because now clear = CAN and white = NOT. 


The other thing I quite liked about the game was its similarity to the board game Zendo. The game presents you with a set of tiles that ALL look valid and useful, but you quickly figure out which is the the one truly useful tile through game play reasoning and puzzling. 


Sweet stuff.

Tuesday, December 8, 2009

Torchlight. Oh, my.

I’m hoping that December is my “YESvember” follow up to my dismal “NOvember”. I’ve been traveling and playing games, but just haven’t had the gumption to do much writing.

Let’s jump right in to Torchlight. There’s lots to love about this game. First and foremost, it required me to return to the PC for some non-casual and non-social gaming. I’m trying to remember the last FPS, RTS, or RPG I played on the PC – and it might have been Portal (trying to check out community generated content) or even Rise of Legends (a game I worked on that shipped several years ago).

Don’t get me wrong: I still purchase and play games on my PC – they just tend to be casual games.

Anyhow, Torchlight loves:

  • Shareable loot. I got tired of my demo character and wanted to try a new one. I dropped off all of my loot at one of the shareable loot locations and it was there for my new character to grab. Nice way to accelerate my replay through the first few hours of game play. Kudos! This is soooo much more graceful than the cheesy way I accomplished the same thing in the days of Wizardry (create lots of characters, join them to your party, strip the characters, delete them, then start off with a rich and well equipped party).
  • Pet that “sells all junk”. I love the “sell all junk” feature that’s making it into RPGs. But this still requires a painful return to a merchant. Not so with Torchlight. Just send your pet away for a couple of minutes and you’re done. Sweet. Not as dismissive (or gleefully silly) as the Bard’s Tale system where looted items just magically morphed into coins, but effective and in support of a great user experience.
  • Camera lock. The designers specifically said: We don’t want you to have to worry about the camera. We’ll design levels (and provide items-display-behind-walls tech) to ensure that you never need to care about rotating or panning or zooming the camera. Hurray.
  • The initial pacing and balance on Normal difficulty was perfect for me (an experienced gamer who has played most of this game’s spiritual ancestors). Varied enemies, cool loot (and great loot rate), and my character felt powerful right out of the gate. There was no poking rats with a stick for 2 hours before I got my first cool move.

Some mostly minor annoyances of course appeared:

  • Swapping rings was tedious and confusing. You have new ring “A”. You have rings “B” and “C” equipped. You want to replace “C” with “A”. However, you can’t visually distinguish “B” from “C” at a glance – and you don’t get mouse-over comparison text when you have “A” selected and move the pointer over “B” and “C”. So it’s a 3-step process to swap a ring.
  • It’s great that you don’t need to micromanage the pet. However, it took quite a while for me to discover that you could equip the pet with gear and spells.
  • Pet as hybrid “mule” and NPC didn’t work as well as I would have liked. I wish that pets could have had a “junk” sack and a “use me” sack. Stuff in the “junk” sack would get sold back in town. Stuff in the “use me” sack would be used by the pet when needed (scrolls, potions, etc). It made me sad that my pet couldn’t use items.
  • I was also sad when I realized that I didn’t always notice when my pet had picked up some loot. I mostly assumed that stuff in the pet’s inventory had been placed there by me as “junk”. This meant that I inadvertently sold off as junk some items that were not junk because I never realized that I had received them in the first place.
  • Although the initial Fighter/Mage/Thief choice was easy to make, I had a tough time parsing upgrade paths. Specifically, class specializations didn’t seem all that coherent or compelling to me. I mostly just purchased abilities that looked cool. I would have preferred more concretely laid out class specializations that were well differentiated and compelling. In other words, there would be 9 class archetypes (3 classes x 3 subclasses) that evolved quite differently and had easily recognizable end game build outs (e.g., “this is the hefty, shooty guy who uses grenade launchers” vs.. “this is the agile, shooty guy who uses silenced pistols”).
  • As always, I found it hard to parse the spreadsheets when it came to upgrading attributes and abilities. Stats were either so precise and verbose that they became confusing (which is better: Weapon A that does 27-35 dps and has “fastest” weapon speed; or Weapon B that does 27-35 dps and has “slowest” weapon speed) or so vaguely worded that I couldn’t tell if the benefits were worthwhile.
  • Spending attribute points felt especially like throwing coins into a wishing well. Yes, there was help text that explained generally what attributes did. However, there was no clear relationship between spending points and whether or not the associated stat modifier increased or stayed the same. I had no way of knowing whether the lack of increase in associated stats meant I was throwing attribute points away, whether I was just one point shy of getting some other bonus (that I wouldn’t figure out until I leveled again and received more points to spend) or whether those points would help in other ways.
  • Merchant UIs were frustrating. There was no good way to tell which items I wanted/didn’t want at a glance, mouse over text was cluttered and made it hard to select items of interest, and there were no sort or filter options. It was clear to me that there was a carefully developed multi-variate color coding system in place to denote item strength, rarity, and equipability… But I could never figure it out.
  • Oh yeah, one more thing about pets. I totally screwed up twice when trying to teach my pet a spell. This resulted in me “burning” the expensive scroll because it bound to my character instead of my pet.

Over time (a few days) I slowed down my Torchlight playing in favor of Dragon Age Origins (Xbox version, more on that in a subsequent post). This wasn’t for any real usability or playability reason. It was more because now I tend to associated “click-fest” games with casual games. And I tend to want my casual games to be social games. And without the social – then I need other trappings to keep the game interesting. Like story, puzzle elements, platform challenges, etc.

All-in-all it was $19.99 well spent. I enjoyed it and will I’m sure play some more. I also want to investigate the editor some more – even though I’m rather fearful after my first experience with it. My technical ability (or lack thereof) requires more of a Never Winter Nights toolset and approach where first time users can get a playable level together in a few hours. But, we’ll see. There seem to be some decent developer and community resources out there.

Wednesday, November 25, 2009

No(gaming)vember to remember...

Actually, it wasn't "no" gaming. It was more bite-sized gaming without leaving enough time to post thoughts.

And I was on the road for over 2 weeks this month (one week working on a game that I can't talk about yet; one week on vacation in Maui which does not lend itself to sitting down and writing at my laptop).

Things I tried (and plan to write about):

  • Getting a "sweet move" to feel just right: Comparing the challenge of catching the perfect wave with the feel of a sweet double jump.
  • My silly obsession with completing all the achievements in Plants vs. Zombies (and why it makes a great bite-sized game experience).
  • The Torchlight demo -- and my possible return to hardcore PC gaming.
  • My current Facebook games: Why I continue to suck at Backgammon and why I seem to be getting worse at Scramble -- but why I still love to play them.
  • My crush on the official Modern Warfare 2 trailer (the one with the Eminem track that hasn't generated all kinds of controversy) and why it not only got me excited about the game, but also got my wife excited.
I'm also in the midst of doing a bunch of judging for a Serious Games competition (can't talk about it yet) and the Indie Games Festival competition. I'm done with the serious games part and am super looking forward to the Indie and student games competitions.

December is going to be a bit of a reboot month for me. I'm hoping to dive deeper into several projects I'm interested in working on and will report results here.

And, of course, the stream of retail and social/online games continues... I plan to play and write about lots more games.

Friday, November 6, 2009

Steam Offline Experience: It may not be news, but it certainly is a kick in the teeth

Just pulled out the old laptop to try the Torchlight demo while on layover in SLC. 

Whoops. 

Double cick the icon. Get "cannot connect to Steam network" error. Huh.

Try again. Same result. Notice that I'm posting this via the internet using SLC's free wifi.

Double whoops.

Having worked on multiplayer PC games (and, of course, played them) I'm aware that firewall settings sometimes prevent the connections you need to run (or in this case, apparently, update) your games. Fair enough. This is exactly the reason why I'm mostly a console gamer and only play web-based games on my laptop. I just don't have time for that kind of frustration.

But, the best part is this: Apparently it is possible to play Steam demos and games in single player mode while offline, provided you follow this confusing set of instructions. It's a multistep process that involves testing things out along the way with your computer unhooked from the internet to ensure the process has worked correctly. Perhaps my favorite step is step #4:

  • Go to Settings to ensure the Do not store account information on this computer option is not selected.

Love the double negative. Love the fact that to the layperson like myself, this makes no sense whatsoever.

Mostly, I love the fact that because I'm currently unable to connect to Steam I cannot tell my game to allow me to play it offline. It's a single player demo for goodness' sake.

Bonus points: Nothing about the original "can't connect to Steam" error message let me know that (a) the game required an online connection to play; except that (b) there are options you can set to make (a) go away.

Sigh. Guess it's back to coin harvesting in Plants vs. Zombies.

Tuesday, November 3, 2009

Uncharted 2, Ratchet & Clank: A Crack in Time. Yeehaw.

Just a brief post. This is another month that is swamped with work and travel.

I'm also going to try a more intensive writing project: http://www.nanowrimo.org/. I had a blast trying to blog 30 in 30 days, so I decided to try to do a "half-NaNoWriMo". 25,000 words in a month and I'm already a few days behind. Heck, I did about 15-18,000 words in August, so... Well. We'll see.

Uncharted 2. Yep, it was a sequel. Nope, there wasn't all that much new in terms of game play mechanics or depth of story. That said, Round #2 was still an incredibly absorbing and entertaining romp. Even though the twists and turns were cliche, I still got incredibly attached to the characters -- and the movie finale was as emotionally satisfying as Eternal Darkness, Prince of Persia, and Beyond Good & Evil. Why? Great dialog and acting. Naughty Dog are among the elite in this area. The only games that (in my mind) have competed are GTA IV (not a fan of the game play in these games, but the fourth installment actually made me and my wife want to watch cut-scenes they were so well written and produced) and possibly Chronicles of Riddick: Escape From Butcher Bay (not so much for the animation and physical acting, but definitely for the writing and voice talent).


Really, I kind of felt like I was playing a Joss Whedon epic in some ways. Specifically, the "Out of Gas" episode from Firefly (I actually haven't watched any of his other shows). The way that Nathan/Mal deal with adversity with humor and grit endeared both characters to me and made me care about the outcome of the game. Sure, in the back of my mind I knew that the hero of the story would "win" (i.e., kill all the bad guys and save the world). But at what cost? That of his friends and loved ones?

Ratchet & Clank: A Crack in Time. By my reckoning, I've given Sony over $500 of my hard earned cash and one Xbox 360 (which I traded for a PS3) because of the joy that Insomniac Games brings to me every time I get my hands on the next Ratchet & Clank installment.


My only complaint? I got stuck at the very end trying to figure out where the final boss encounter took place. It's something that I'm sure I wasn't alone in and probably was caught too late to fix. It's mainly sad, because the fix would have been pretty easy (and the issue may have, in fact, been exacerbated by a bug). Thankfully, the game is fun enough to grind around in that "being lost/unsure what to do next" wasn't really all that frustrating.


There were other minor complaints, I guess. The maps have taken a slight step backwards in terms of usefulness (hard to tell where you've been and where you have yet to explore). Flight controls felt awkward and unsatisfying. This meant that air combat needed to be nerfed so as not to block progress. The UI for inspecting, upgrading, and mapping weapons was unwieldy (I never did figure out how to map weapons to different hot spots -- but this was a minor issue because by default the game paused when I went into select mode).


But, really, none of those complaints really mattered. I was hooked from the first moment I smashed a crate and was showered by glowing, floating bolts. The feel, the look, the sound... There are few games that get this just right. Baldur's Gate: Dark Alliance, Lego Starwars, and Ratchet & Clank. I can just wander around for hours smashing things and watching bolts swirl up and around me.


In the end, the one thing that is clear to me is that the folks at Insomniac are lovers of games. Specifically, lovers of action adventure, action rpg, and platformers. Elements of Bioshock and Lego Star Wars were perfectly integrated. Sure, I didn't have the choice to either kill or save the Zonis, like in Bioshock... But it was a super nice touch to allow me to "fix" broken items (a la Lego Star Wars) when I played as Clank. Travel between worlds was a more integrated minigame like in Kingdom Hearts 2 instead of just a choice of menu selections.


In some ways, I'm left to wonder about how Insomniac goes about figuring out "what is the right amount of choice" for players. For instance, there were too many weapons for my liking (a complaint I have about previous versions of the game). I mostly grabbed them and leveled them all up because it was something to do while grinding. I would have been happier with just one wheel of weapons. That said, I totally understand the desire to present players with a wide range of entertaining and satisfying weapons (that's a big part of the franchise vision). I just find it hard to care about all of them -- at least at normal difficulty when I can level them all up via grinding so that they are powerful enough to overcome any tactical oversights.


Moreover, the game is based on a hub system, so the player almost always has choices about what to do next and can complete many segments of the game in an arbitrary order.


However, the player is never left with a moral or story choice -- either through dialog choice or game play. There are RPG elements to the game, but there is no RP. Given the difference in powers that Ratchet (he breaks things with his wrench) and Clank (he repairs things with his rod) bring to the table, I wonder whether players could have been presented with some compelling choices in terms of how to solve game play problems in ways that had an impact on the final outcome of the game.

Anyhow, much love and respect to the folks at Insomniac and Naughty Dog. Kudos on the well executed and polished games. I look forward to next iterations and new IP.

Maybe I'll even give Resistance 2 a try...