Friday, June 12, 2009

The tools of the trade

Hi everyone! As my first post in the blog, I feel like I needed to do a little introduction. I'm Luis, I'm not that known compared to the 2 visible heads around here :P but I'm the other programmer here at Frictional, maybe some of you might know me from the forum, but I kinda vanished from there a while ago... But I'm here again, and this time I promise to be a little more constant than before, which shouldn't be that hard :)

As you might already know, I'm pretty much developing the game tool suite myself, and a lot of stuff has been going on for over a year now. Up to now, this suite is composed of a Level Editor, a Model Editor, a Particle Editor and a Material Editor. All of these use the HPL engine built-in GUI system, which makes it real easy to use the renderer along, that means I can actually do real time in-game previews of stuff.

I'm sure you already know about the Level Editor, and I know you have had a glimpse of the Model Editor in the last workflow demonstration video. But what's this Model Editor for anyway? I'll explain.

Outside the HPL engine realm, a model is just geometry: vertices and edges, textures and texture coordinates, maybe animation data... That's cool, and enough if you want to use it ingame as a static object (part of the world, that is)... but what if you want something to interact with?
That's where the Model Editor comes in, to actually give some "life" to that inert geometry. In a nutshell, what you do in it is pick a mesh, add physical bodies and joints (if needed), attach sounds, particles, billboards, edit animations, and then you are ready to go!
It may sound like a great deal, but the tool makes these tasks really easy for the user to do. Ever tried to mod Penumbra? Then you are gonna love this. In fact, you are gonna love it whether you tried or not :)

One of the nice features this editor offers is to test the model "ingame", meaning you can test the physics and animations of the object just like it's gonna be like in the actual game. They say a picture is worth a thousand words, so a nice video must rock then :P



Well, that's been enough for a nice post. I bet you're now wondering why I didn't mention the Particle or Material Editors, and you don't need to worry, I'm just saving them for later :)

Tuesday, June 9, 2009

A History of violence. Part 1

Ever since I started working on horror games (first was a simple 2d game called Fiend) I have been thinking about what kind of combat one wants in a horror game. This question was even more important when working on Penumbra as we had some problems in Overture concerning weapons. Our idea was that player would want at least something to defend themselves with, so we gave them some weak weapons and cumbersome combat mechanics, thinking it would only be used as last line of defense. Instead all kinds of problems arose, some players thought that since there where weapons, combat was meant to be used and complained about it be boring. Others figured out some tricks with the combat and thought it was way too easy. Very few players seemed play the game like we intended it to and we had to fix this somehow.

In Black Plague we took the decision to skip combat altogether and let the player be as vulnerable as possible. Not only did this make the design easier for us (could always assume enemies where alive), but most players also found the game scarier and more fun to play. Still, I think that there should be some way to use weapons, as it seems like such a "natural" thing. For example: if some monster/bad guy traps you in a corner, you will probably grab what ever is near and try to use it as means to get away. This kind of mechanic is also very common in horror movies, for example Scream uses it quite a bit.

For our new game "Unknown" we first considered using weapons and having them as defense only. But after some playtesting, the same problems that we had in Overture popped up. Some found the combat way to easy and others found it almost impossible. As trying to configure good difficult settings would be really hard, we decided to tone down combat and make the player very vulnerable instead. Further gameplay testing seem to confirm that this was the right thing to do.

In part 2 I will discuss the different kinds of combat found in games.

Until then: What are your thoughts on the combat in Overture and the lack thereof in Black Plague? Does removing combat really make a game scarier or is just a matter of how it is implemented?

Saturday, June 6, 2009

The "fun" in horror games?

When discussing gameplay in games, the main focus is mostly on making it "fun". The meaning of "fun" is usually that it is an enjoyable experience for the player and that boredom and frustration are reduced as much as possible. Normally this is the main priority when working on some part of the game and if it is not "fun" enough, that part will be remade or scrapped. In many horror games things are different though and focus is instead put on invoking emotions other than just "fun".

A good example is at the start of Silent Hill 2. Here the player must go for several minutes through a wood and city outskirts until reaching the town of Silent Hill. Apart from meeting a character and finding a save spot, not much happens during this section and it is only used to build up atmosphere and more imporantly to make the player feel as if they are making a long journey to reach Silent Hill. The second point is really different as it wants to give the player a special feeling and introducing things like boredom into gameplay to achieve that. This very different from how game mechanics usually work.

Silent Hill 2 is filled with situations like this. At one point the player is trapped in a well and has to find their way out by using tedious "pixel hunting", increasing the sense of being trapped. In another situation the player is locked in a room of cockroaches and the puzzle needed to get out cannot be completed straight away, invoking panic in the player. Both of these showcase how inducing some kind of emotion has been more important than making the gameplay "fun".

In our upcoming game Unknown we are going to use unfun gameplay in order to enhance emotions of fear. We aim to do this by letting the player get negative gameplay feedback whenever in a scary situation and therefore be more careful when exploring. We are hoping to get something along the lines of the Call of Cthulhu roleplaying game, where investigators (the players) are very cautious when encountering anything unknown.

I think discarding the notion that gameplay always needs to be fun is crucial if games shall evolve as a medium and to really take advantage of its form. The things made in horror games is a step on the way, but I think there is still plenty of avenues to explore. For example, what about a game where the gameplay focuses on creating laughter?

Do you think games always need to fun? Can recall any more situations where the gameplay was "unfun" in order to invoke emotions?

Welcome!

Welcome to Frictional Games' newly created for blog for all of you interested in our work and/or horror games.

The aim with the blog is to not only cover what is currently happening at Frictional Games but also to discuss Horror Games in general. Having tried to create emotions of fear for a couple of years now, we would like to share our thoughts on the subject. As horror games are one of the few (if not the only?) game genre that focuses on invoking emotions in the player, we find it very fascinating and think that it touches many areas other games don't.

As we are currently in the middle of developing our new game called Unknown, we would also like to keep everyone up to speed on that. We have previously done so in a work log at our forum, but have not been regular with updates, something we will change with this blog!

Hope you all will enjoy!

Sunday, May 24, 2009

Reporting In...

Nothing much to report. I've just had a nice relaxing birthday weekend and done nothing but cut the grass and watch the Monaco GP. Great fun. However, I have gotten my subversion server up and running again, so that at least should be backup for everyone using it.

No idea when I'll get back to doing stuff, just not in the mood just now - not to mention still installing stuff for windows 7.

Still, had a great weekend so what the hell :)

Monday, May 11, 2009

Subversion

I've now reinstalled sub-version. As I'd hoped, it was pretty painless since I already had all the config files setup and simply had to point at them. Windows 7 is pretty nice and I'm trying really hard to keep features like the user account control, but I'd also love to be able to switch it off for specific programs - like the command prompt (when run as administrator). Still, I'll keep plodding on and see if I can get used to it.

I'll need to test the remote access tomorrow, but since the firewall hasn't changed, it should all be fine; fingers crossed!

I've only a couple more programs to install and I should be back to normal. I have lost my 3rd monitor as it the display seemed to be locking up a lot, but since I've just installed some new drivers, I'll try switching it back on and seeing if its all working again. I like having 3 monitors, it'd be a shame to lose it.

Russell reminded me that I actually have a proper MAC that I could be testing with MONO (my dual core G5), and although I'll need to get more RAM it would be a good testing ground for retro edit (which Russ tells me runs pretty slowly on it) and mu debugger - once I get TCP/IP support in. I could probably knock up a GL version of Minus 4, this should be easy as Russ has ported my speccy emulator over I suspect I could pinch the source to that and get Minus4 working pretty quickly. This would then let me use the OgreDebug and the TCP link to the emultor.. I think.

Friday, May 8, 2009

Windows 7!

I've just installed the windows 7 release candidate and it's all very nice. It has some issues with my 2nd graphics card (I use a small PCI card so I get a 3rd monitor), but aside from that many of the annoying vista-isms are now gone.
However... Because it's a clean install I now need to reinstall everything, including the sub-version server but I hope that since I'm just pointing at a depo it won't take too long this time. If I get a chance tonight I'll try and finish installing everything, then I can (I hope) plod on with more interesting things.