Monday, August 10, 2009

Puzzles in horror games. Part 1.

This post will be the first in a series concentrating on puzzles in games, with special focus on horror games. To start this up I would like to discuss why puzzles are needed at all. Is it really necessary to have puzzles in game when it might detract from story, immersion, etc?

In order to be a game, there needs to be some kind of interaction. I think this is pretty much the most basic feature of a game - no interaction, no game. In order to be engaging there also needs to be some kind of challenge, if the player simple makes arbitrary choices then the game is awfully close to interactive storytelling (not be mixed up with IF) instead. Even in the most linear story games, there is always something blocking progression, something that needs to be taken care of before the game advances. In Fahrenheit (aka Indigo Prophecy) the player presses random buttons and in the IF game Photopia the player needs to do the correct action. Both of these games are (in my option at least) are very close to being works of interactive storytelling, but still feel like games.

So can't the interaction be just some form on exploration? If the player is free to look at anything in the world, is that not enough to make it a game? I think no. The reason for this is that this kind of interaction is very close to a footnotes in a book or hyperlinks in some online text. The reader can choose to read the extra pieces of information or simply keep on reading, thus allowing for very basic interaction. If this would make the work a "game", then just a about any book or webpage could be considered just that. This does not seem right to me and is my main reason for thinking that some kind of challenge is needed.

So what kind of challenges can be used? Some games like Dragon's Lair requires the player to press a random button at the right time . This mechanic is awfully simplistic but used at the right time it can be quite effective and at least one upcoming game even bases its entire basic gameplay around it. It can even be more simplistic than this and just require the roll of a die, like some gamebooks. Also notice how the gamebook goes from a branching plot novel (a non-game) to an actual game as soon as these "challanges" are added. This sort of gameplay might be highly trivial, with a clear sepperation of story and game mechanics, but I still think it is what makes a difference and creates what I would like to call a game.

Modern games have plenty of fun ways to present challanges - hordes of enemies, deadly chasms, puzzles, etc. It stills plays the same role as that timed button press though, the player needs to face some kind of obstacle and try to overcome it. This comes as a problem for horror games though, since it is a genre that has a lot of focus on creating atmosphere. Everytime an obstacle is reached, the pace is broken and it can lead to frustration in the player - breaking immersion.

With this in mind, it seems like some kind of hands-on-action is the best for horror games. However, looking at horror in other mediums, classics such as The Shining, Alien and The Exorcist contain very little action. As explained in an earlier post, having too much (player induced) violence will most likely significantly lessen the horror aspects of the game. That said, action do not have to be bad, but basing the gameplay on it will probably not create a scary game.

In search of other kinds of challanges, the three major found in horror are: sneaking, running and puzzles. Sneaking has been briefly metnioned earlier and running has had whole post dedicated to it. I think the problem is the same for both of these mechanics though: they are likely to add an element of trial-and-error. This means replaying which in turn means frustation and loss of atmosphere. This is something one wants to avoid in horror games and thus these two mechanics should be used sparesly.

Left is now puzzles and it is my belief that this is the best suiting horror gameplay mechanic. Infact, horror in other media use similar ways to add drama to the story. Often a horror story has some kind of mystery, a puzzle, at it's core, making it similar to detective fiction. Events that onfold also often come in the form of puzzles, in Ringu the main characters try to learn the mystery of a cursed video tape and many characters in horror story has to find a way out of locked room, etc. Puzzles also offer a nice change of pace from an intense section, making the player calm down and get ready (more vunerable) for the next scary part. This is probably why action based horror games like Silent Hill and Resident Evil, come with many puzzle sections.

Puzzles come with a lot of problem though and can too lead to frustration and loss of immersion in a game. What kind of problems that might arise and ideas for solving these will featured in the upcoming posts.

Until then: What do you think is the most basic essence of a game? Are challanges really needed to create a game? Are puzzles the best basic mechanic for a scary game?

Friday, August 7, 2009

Time marches on...

Wow... what can I say... WOW! As of the 1st of August I've been in the games industry for 20 years. 20 YEARS!! Who would have thought it. My mum said it was a waste of time and I would never amount to anything (okay, she was still right but..), and back then it was such a bedroom industry that you almost knew everyone that ever coded a game. These days, I've never heard of any of them!

*sigh* happy days. We has some great times at DMA, the early days being by far the best - it was just so much fun back then! Thats not to say some of the later days weren't good too, but hardware is just so boring these days - powerful, but boring. Just about anyone and his dog can make a reasonable game now, and that takes away much of the art that you needed to do really cool things.

I did a little test at work recently and was able to draw 1,000,000 lemmings faster than we could draw 100 on the Amiga. 1,000,000!!! That covers a 1280x1024 screen 195 times over!! or to put it another way, imagine a SNES with 3,900 parallax playfields, and STILL have enough grunt to draw 1,600 sprites! Amazing power. But what do we do with it? CPU's are now so powerful, it's like having over 500 SNES per CPU - and I have 4 cores on my machine!

So much has changed, and a little of the fun has gone. Now and then you get some of it back, a little bit of fun optimisation still brings a tear to eye as you remember the fun you used to have pouring over a few lines of assembler while trying to get a single cycle off. I sit and watch all these new boys, and shudder at the waste in their coding, memory, cpu power, disk space, network bandwidth... all of it. They don't seem to spend as much time thinking about these things as we old timers do, and the sad thing is, they probably don't have to. Sure a little more care would work wonders, but CPU's are actually made to help average coders. Thats a sad fact of life, the world is full of average or less than average coders, so all the clever folk at Intel, AMD, ARM all work away to make things run faster for them. but this leaves the few of us left struggling to find the fun we lost.

Still, it's not all bad. Some new hardware is always around the corner, and your mobile phone is now more powerful than even the old consoles. Look at the iPhone. Really nice bit of kit, and fun to code for. Languages have changed too, and I've (almost) given up assembler for the likes of C# as it's just faster to work in. I've had some hard leassons to learn here though, giving up memory management is still a sore point but it does make life simpler for most tasks, but I really miss knowing where every byte of my program has gone.

It's sad I guess. I'm a man stuck in the past. On the one hand, I'm trying to hold on to the fun I had in the very first days of coding, while on the other, I try to use all this new power as best I can, and teach these new boys thing or two while I'm at it. It's now all about bridging my experiance, learning from the past to bring forward old ideas and use them in new contexts.


So will I be here in another 20 years? Who knows... I suspect I'll still be coding in some shape or form. It still has the same lure as it did when I first sat down in front of a ZX81 and black and white portable TV as a 13 year all those moons ago. But what will change in the next 20 years? or even the next 10? More CPU cores I guess, bigger badder machines, easier to program and just perhaps, a little more fun.

Lets hope...



Anyway, heres some of my career highlights I've enjoyed...

  • 1989 - Ballistix is released - My first game!
  • 1990 - Blood Money on the C64 is released.
  • 1991 - Lemmings
  • 1994 - Lemmings 2 SNES
  • 1994 - Uniracers
  • 1995 - Writing various prototypes and trying out several game ideas.
  • 1996 - Minus4, my first emulator!
  • 1997 - GTA, particually the 3Dfx version.
  • 1999 - GTA 2
  • 1999 - I left DMA and moved to Visual Sciences at Head of Reasearch and Development.
  • 1999 - XeO3, a small on going project begins...(still not finished!)
  • 2000 - Internal debugger for the PS1 based on an Action replay, along with some fun on the PS2.
  • 2000 - F1 2000 on the PS1
  • 2001 - F1 2001 on the XBOX
  • 2001 - I left Visual Sciences and moved to Simian Industries as Technical Manager.
  • 2005 - Moved to Realtime Worlds after Simian went poop to prototype some ideas.
  • 2005 - Various tech demos for an undisclosed project.
  • 2006 - Russ joined me at RTW and my project team doubled in size.
  • 2006 - Actually started to use C# in anger.
  • 2006 - Huge scale tech demo. Great fun.
  • 2008 - Rewrite and an even bigger scale demo - pretty cool.


Thursday, August 6, 2009

The Funky Cool Gizmos For Guys

Killing Games

In today’s busy world mobile phones are the best means of communication. Whether it is stylish slider phones offered by Nokia or other swish phones, mobile phones have certainly changed the life of the people in the world. With the upcoming advance technology with internet buying new mobile phones has become quite feasible. Mobile phones offered online gives you a variety of amazing options to buy mobiles such as Sim free mobile phone, contract mobile phones etc. These are some powerful and cool gizmos which have changed our way of surviving by giving all the comforts which are needed to stay in this world.

You can get trendy mobile phones like Samsung E900 gold and also Samsung D900 red with the help of contract mobile phone deals. Be charmed by the attractive Samsung E900 Gold. This handset is super stylish and will allure you with its dashing looks. This is a slider handset which works very smoothly. This handset is full of different mechanism and functionalities. This adorable mobile gizmo also gives facility like Bluetooth which further gives the facility for wireless devices for example transfer of some data for its management in your laptop.

There are many more cool and new gizmos which give seductive looks. And their multimedia facilities are incomparable and they are plenty in number.

Keyword Konundrum

I have just completed work on another library game, entitled "Keyword Konundrum." The game intends to teach that search engines do not always produce the results you intend. The game shows 10 images downloaded from Yahoo! Images and 5 words, one of which was the word used to produce the image search results you see. Just click on the right word.

The game gets harder as you go as you are given less time, shown fewer images, and the words get closer in meaning.

If you choose the wrong word, you can click the "Show me the Pictures" link and see the images you would have gotten if your word was used to do the search.

Play Keyword Konundrum

If you would like to have your own copy of the game, you can get all the game files here. Note that you will have to get your own Yahoo! Application ID. This is free and simply requires filling out a form online. Instructions for using and changing the game are included with the game files.

At this point, I am considering this the beta version of the game. If you would send me feedback and ideas for improvements, that would be great!

Wednesday, August 5, 2009

Another Tweak to the Game

I've made another slight change to the game, updated a few links on the left, and put up a nice little ad for our book, "Gaming in Academic Libraries."

The change I made to the game is that it is now possible to have less than four choices for each question. Before, if you tried to add a true/false question, for example, you would have a mysterious 3 and 4 appear as choices. This won't happen any longer, but you will need to keep all 4 choices in the XML, just use text="" instead of putting any information there.

Here is the link to the new improved game files.

Horror Tip: The Awakening

Name: The Awakening
Type: Game (Interactive Fiction)
Link: Info and download
Time for another work of interactive fiction and this time there are some puzzles to be solved as well. The game is pretty simple though and also comes with a nice help system making it a good beginner game.

The game starts out as you wake up in a grave and needs to find out what has happened to you. The story is quite lovecraftian and the game has a very nice atmosphere. It is not as scary as All Alone but still a very good horror IF game.

To play the game you need a Z-machine and the most popular is probably Frotz.

Tuesday, August 4, 2009

Briefly Being Frictional

In this blog post I am going to give a very brief overview of our "business model". Hopefully it will be interesting to see how we run the company and how we manage to pay salaries and such.


Frictional games was properly started 2007 (although part of the team has worked together before that), meaning we will celebrate 3 year anniversary next year. During this time we have paid salary to all employees ranging from 2 - 4 people. As far I can recall, we have never missed a month (jens: as the one that pays the salaries - no we have not!). We have been very lucky in this regard as the income can be quite unstable, with periods of very meager cash flow. Our salaries have not been all that good, often around what we had as students (right now I am below that!), but I guess that is what you have to deal with when running your own game company.

During the entire duration of the company we have always been working at home and so have all employees. Even though we have this very bedroom-coder approach, I do not think we live up to being "indie". This because we have relied on publisher support to some extent, especially with Black Plague and Requiem. However, now we have managed to be get enough funds to become completely self-supporting and will finance the upcoming game Unknown all by ourselves. Does this mean we are indie now? I have no idea.

Now a bit on the cashflow and a brief explanation on where we get our income. In the past we have gotten most of our income as pre-payments from publishers. The reason why one wants to get advances is because it can take a long time before publisher money arrives from the actual sales of a game (at least 6 months) and it is also a proof that the publisher is serious.
For Overture, we got the money a few weeks before release of the game and a bit afterward. A great deal of the money never reached us (the bit that did was thanks to the "give us the promised cash or you will not get the promised game" method) because of the not-so-honest Lexicon Entertainment (now out of business I think, go figure). But that is another story.
For Black Plague and Requiem we got a good deal of the payments several months before release and the money acted as a kind of funding. It is important to point out that an advance is more like a loan though, and must be paid back using royalties before we get anything more. So far we have not reached this limit even though it has been over 1.5 years since release (we are very close though). By not having pre-payments you can usually get a higher royalty rate, but in the case of Black Plague and Requiem, it would not have been possible to create the games without being paid in advance.

Another source of income are the online sales. The major part of this are the titles that we own digital rights to (all mac/linux versions and windows version of Overture). In the past this have not been a huge amount of income but have still made it possible for us to keep alive during some harsher months and we would probably not have survived without it.
Recently with the weekend sale on steam, and later in our own shop, this have changed. These sales have shown us just how lucrative online sales can be and is also the reason why we are now able to finance the upcoming game ourselves.

Apart from the income of online sales and publishers we have also had a few other lucky extras. Last year we were awarded funding from the Nordic Game Program. This was something arriving just at the right time and kept the company alive. Another stroke of luck was our cooperation with Reachin and the development of the haptic version of Penumbra. This project was a financial boost right when we needed and also a very exciting thing to be involved in.

Looking back at the past I think we have been very lucky and it still feels a bit strange to be able to make a living out of making games from my living room. Sure we have had our bad times too and there have been plenty of times when I thought it was time to look for a "real" job. We are still alive and kicking though and are extremely excited in seeing what the future holds.

Finally thanks to everybody that have supported over the years! It would be fun to hear what company aspects you are interested in hearing more about.