Author: Anthony Salter

Name That Game 95: Words, Words, Words

Literary influences in gaming are nothing new; a lot of game developers read something and allow it to heavily influence the game that they are currently making, without it being a licensed product.

For this list I’m limiting myself to games where the designers have explicitly said, “We were influenced by these books.” What I’m not limiting myself to are video games. That’s right, children, there are also games with physical components in this list! Can you overcome these obstacles and name them all?

1. The Black Company, by Glen Cook

2. Devil in the White City, by Erik Larson

3. The Wizard of Oz, by L. Frank Baum and The Lord of the Rings, by JRR Tolkien

4. The Eyes of the Overworld, by Jack Vance

5. The Kzinti Series, by Larry Niven, et al.

6. The Illuminatus Trilogy, by Robert Shea and Robert Anton Wilson

7. Alamut, by Vladimir Bartol

EDIT: Okay, these were obviously way, way, way too hard, so I’m going to post the answers here.

1. Myth: The Fallen Lords, by Bungie

2. Bioshock Infinite, by Irrational Games

3. These two books directly inspired Ultima IV: Quest of the Avatar, by Origin Systems

4. Gary Gygax listed this book as a direct inspiration for the revised wargaming rules that eventually became Dungeons & Dragons.

5. The Kzinti series directly inspired the Wing Commander series of games.

6. These books inspired the boardgame (and later card game) Illuminati, by Steve Jackson Games.

7. This book was listed as a direct inspiration for Assassin’s Creed.

Hopefully I’ll do better next week.


The Littlest Game Dev

For the last couple of months my eight-year-old, Jewel, has been asking me questions about how game development actually works. I told her about C++ and coding, and how everything that moves and interacts in the game is considered an object with its own little bit of code.

She also kept pulling down my books on game development and looking at them. I don’t know exactly how much she gets out of leafing through Game Programming Gems 6, but she likes to do it.

And then, over the long weekend, she asked if there was any way she could make a game with me.

Now, I was not going to pass this up, but I wasn’t really prepared for such a request. I’d heard about game making software, though, and thought I might be able to teach her something using one of them.

The most famous of these is, of course, GameMaker, so I downloaded it. I knew it was potentially powerful because Daniel Remar uses it for everything he does. The free version is very limited but I figured it would be enough for our purpose. I’d also heard you could do simple stuff without coding, which is good. I got it installed and running.

And then I made a game with my eight-year-old daughter.

We followed a simple tutorial to make a game called Catch the Clown, where you click on a fast-moving clown that bounces around the screen. She quickly picked up on the concept of creating resources in the resource tree, making game objects, and having multiple instances of the same game object. GameMaker uses an event/action system that is mostly graphical – you click on an event on the left side and then drag actions to associate them with the event on the right side. Most actions only have a few parameters, so they’re easy to understand. Since I was learning along with her, it went a bit slowly, but she was mighty tickled at the result – and she had done a significant bit of the work herself. She was a little disappointed that she couldn’t put the resulting game online (the free version doesn’t support that) but after I left to go do something else she fired it back up and started making changes on her own.

One of which was to go into my shared music folder and select Gangnam Style as the new background music for the game.

She also started pulling in resources from my games Inaria and Planitia and decided that instead of catching the clown by clicking on it, she wanted to move another character around on the game screen using the WASD cluster. I quickly figured out the “key down/key up” events and showed her how to do it for one key and she had the rest of the keys fixed and up and running in no time.

Now, I don’t know how far she’s going to take this. As much as I’d like her to follow in my footsteps, if she doesn’t it’s okay. Because I’ll always have the weekend where my daughter and I made a game together.

And if she does stick with it, in just a few years she’ll be ready for Unity.


Yet Another Hero

Dan Marshall, founder / CEO / only full-time employee of Size Five Games, has stunned everybody by releasing Gun Monkeys, which has guns and monkeys and is online and lets you shoot other players.

Anyone who is familiar with Dan’s previous game Gibbage will see lots of similarities.

It’s currently on Steam for a measly $9.

Yay for getting stuff done!


Satellite Reign

The Kickstarter for Mike Diskett’s spiritual successor to Syndicate Wars, Satellite Reign, is finally up.

By the way, I love that name. It’s got a clever double meaning; first, it’s a takeoff of “Satellite Rain”, one of the most visually impressive weapons from Syndicate Wars. And second, of course, the game is about megacorporations that rule everyone by monitoring them using satellites and drones. It’s a winner.

While I enjoyed the Syndicate first-person shooter (and I know I’m apparently the only one) it will be fantastic to play a “real” Syndicate game again.

Assuming the Kickstarter succeeds. Let’s make that happen, people!

And, just in case you were wondering what Syndicate Wars was all about, here’s the video I did explaining the game.

And I just realized that Mike Diskett himself commented on that video! Squee!


Xbox One: The Dark Horse of This Generation

Yeah, I’m betting on the Xbox One. Seriously.

Why?

Because of the TV stuff.

Let me set a stage here. It’s a few years ago. I’m walking into Best Buy. The PS3 has been out for maybe a year but I don’t have one yet. The HD-DVD/Blu-ray fight is over, with Blu-ray the winner. But I hadn’t felt the need to buy a PS3 yet, even though some excellent games (like the new Ratchet & Clank) had come out.

So I walk into this Best Buy and they have a PS3 hooked up to a big ol’ TV, and it was playing the Blu-ray version of Kung-Fu Panda.

Now, Kung-Fu Panda is one of my favorite movies. And it looked glorious in Blu-ray. And that’s when I said to myself, “Damn it, now I have to get a PS3.”

This same thing is going to happen for the Xbox One. It will not happen for the PS4.

And it’s all about the TV stuff. I don’t think people realize what Microsoft is really selling with the voice control stuff.

Would you pay a flat $500 fee to never ever lose your remotes again? Would you pay a flat $500 fee to never have to know the number of your favorite channels any more, or search through the guide to find it? Would you pay a flat $500 fee to be able to be able to say, “Xbox, find Duck Dynasty” and have your TV find that show on whatever channel it’s on and tune right to it? Would you be willing to pay a flat $500 fee to be able to watch your TV in a window and search the internet (using voice control) in another on the same box?

Just last night I was watching the original Iron Chef. I noted to my younger daughter that these shows were about twenty years old and it was possible that some of the chefs had died since the show had aired. She got really sad and said, “Can’t we look it up? Can’t we find out if they’re still alive?” I said, “Yeah, but I’d have to go to my computer in the bedroom and I’m not going to do that right now, since you’re sitting on my lap.”

With an Xbox One, I could have just snapped the video, brought up a browser and looked up the Wikipedia articles on each Iron Chef to find out. With my voice.

(They’re all still alive, by the way. Which is a relief.)

Unfortunately, this is a lot like the fidelity of Blu-ray video. I didn’t understand it until I saw it in person, and people aren’t going to understand the UNLIMITED POWAH of the Xbox One’s TV integration and voice commands until they see it for themselves.

But once they do, they will need it and then they’ll tell all their friends. And people who have no intention of playing Titanfall or Metal Gear Solid: The Phantom Pain will buy an Xbox One simply because it makes it easier to use their TV.

“But the DRM thing! The always-online thing-”

Has all been walked back. Yes, it was stupid of them to do that, but by the time the console is released it’ll be a historical footnote.

“But the PS4 is $100 cheaper!”

Yes, it is. But it has no motion or voice controls and all it does is play games. It’s nothing more than a souped-up PS3 (that can’t even play PS3 games).

Micorosft is trying to open up a new market and I think they’re going to succeed.


Name That Game 94: Hiro Protagonist

Video games can have some…unusual protagonists. All media have their weird main characters, but video gaming can seem to get weirder than most.

Below are ten video game protagonists (which are directly controlled by the player) that are not ageless-faceless-gender-neutral-culturally-ambiguous-adventure-persons or physically idealized men or women. Can you name them and the games they came from? CAN YOU?!

1. A selfish young man who has been turned into a cockroach.

2. A tiny young prince.

3. A green anthropomorphized rabbit with a big gun.

4. A cute, humanoid…um thing that apparently uses telekinesis to move his hands and feet, since he has no arms and legs.

5. A wisecracking gecko.

6. A hapless Japanese office worker with a combover who just wants to get home in time for his mother’s birthday.

7. An innocent-looking cherub.

8. A black blob of…something sticky and dense, with yellow eyes.

9. An adorable, naive robot.

10. A little white guy wearing a…red hat with a yellow tassel.


More Heroes!

Wow, I can’t believe I forgot these guys. Mike Hommel and Seth Robinson are two friends of mine who I got to know better during the Indie Conversation.

They have conspired to create a game called Growtopia, which is a collaborative creative MMO on iOS and Android (Seth claims desktop versions are Coming Soon). It is apparently the business and has generated tons of sales for them, which makes me very happy. Seth wrote an excellent postmortem for it, which you can read here.

Andy Moore, who is apparently the only remaining contributor to the Conversation, also had a recent big hit with Monster Loves You. MLY is published by Dejobaan Games, one of my favorite “indie” publishers. (I still want a sequel to A Reckless Disregard for Gravity, guys.) Again, you can read a postmortem of Monster Loves You here on Gamasutra. He also took MLY to Pax and wrote up a great article on how to take your game to Pax if you’re an indie.

So, while I was unemployed and feeling sorry for myself, my friends were out doing great things! I should follow their example.


Heroes

It’s interesting to track my own metamorphosis as a game developer.

Not too long ago, if you asked me who my heroes were when it came to game development, I would mention people like Warren Spector, Richard Garriott (de Cayeux) and Peter Molyneux. These guys all started their work when game development was a very nebulous endeavor – no one knew what would work and what wouldn’t. They hit upon winning formulas, allowing them to become well-known and at least moderately wealthy.

But, as I’ve mentioned before, the “rules” of game development at the upper end are now set in stone – or at least in ballistic-grade gelatin. Add the fact that the cost of game development has skyrocketed and the fact that the industry is so volatile that it’s almost impossible to have a “work for 20 years at the same company and then retire” kind of career, and you’ve got an industry that makes games I like to play, but one I don’t find myself wanting to work in as much.

Which brings me great sorrow, but such is life.

So who are my heroes now? Who is Doing It Right? Who do I want to emulate?

My heroes now are mostly indies – guys and gals doing it hardscrabble fashion, showing lots of talent, doing whatever they want and almost certainly not getting compensated enough for what they do.

For instance…

Jeff Vogel. I’ve talked about him before. Since I wrote that article, he has since found further success on Steam and iOS devices. Again, he’s doing it just the way I’d like to – making the games he wants and making a good living at them.

Christer Kaitila. He’s a huge game jam fan – to the point where he wrote a book about them. He’s a longtime Ludum Dare contributor and composed my favorite LD Keynote ever. His star is currently rising as the creator and maintainer of #1GAM – the One-Game-A-Month project. The response to this has been overwhelming, the site has tons of entries and the new IRC channel is as busy as #Ludumdare usually is.

Jay Barnson. I’ve mentioned him before and I’ll probably mention him again. He’s a longtime friend who is currently working on a sequel to his successful game, Frayed Knights. He, like I, spent many years doing professional game development before going indie.

Sophie Houlden. She’s an absolute master of Unity, doing crazy awesome things in a frighteningly short amount of time. Unfortunately, a lot of her games (Swift*Stitch in particular) appear to be underrated.

Sos Sosowski. Not only did he design his own website, which is awesmoe, he developed the crazy/fantastic McPixel, which was all over YouTube after its release.

Daniel Remar. Yeah, yeah, I talk about Daniel all the time. I can’t help it; I’ve loved everything he’s done. And he somehow manages to make games while holding down a full-time job and then release them for free.

I also read recently about a woman who wrote a dozen books, one a year, while home-schooling her autistic son. I think you can see how a setup would be attractive to me.

I need to rekindle the dream of my own independent game development…and as far as I can tell, there’s only one path open to me. More on that later.


Metal Gear Solid HD Collection

With a slight bit of trepidation, I bought the Metal Gear Solid HD Collection…for the Xbox 360.

(Oh, by the way, we bought a used Xbox 360 so I’ve got that back now. Still don’t have a PS3 and I have no idea when I’ll get one.)

Now, my trepidation came from the fact that I thought the Xbox 360 version might have been hamstrung in some way due to the fact that these games are native to the PS3. It wouldn’t be the first time a cross-platform port suffered (I’m looking straight at you, Grandia II for the PS2).

I could not be more wrong. This is by far the best series of HD ports I have ever seen. The frame rate is perfectly consistent, the higher-poly models work well and most of the textures have been upgraded. The goal of the port team (Bluepoint Games) was obviously to create as faithful a port as possible. They even got Paul Eiding (who plays Colonel Campbell) back into the studio to record lines like “To access the CODEC, press the Back button” since the Xbox doesn’t have a Select button. That’s how dedicated they were to making this as smooth a transition as possible.

The only quibble comes from the fact that the control scheme changed significantly for Metal Gear Solid 3 due to the close-quarters-combat system. The CQC system relied upon “soft” and “hard” button presses on the PS3 face buttons; for instance, after grabbing someone you could softly press the attack button to interrogate them or press it all the way down to kill them. (I killed a lot of people accidentally before I figured this out.) The Xbox 360 buttons are simple switches, so a change was required – now you use the left stick button to do the same thing. Hold it down, you interrogate, tap it a few times and you kill. This change did not bug me at all.

On the other hand, there’s the problem of accidental shots. In the PS3 version of Metal Gear Solid 3, you can go into first-person mode to aim, then press the fire button to bring up your weapon. When you release the fire button, you’ll fire. But what if you decide you don’t want to fire? On the PS3, you can slowly release the button and Snake will put the gun down without firing. But again, there is no “slowly” pressing a 360 button. This was solved by using the top buttons – hold RB to go into first-person, then hold LB to bring your gun up. Then press the weapon button. Don’t want to fire? Let go of LB and you’ll lower the weapon.

Frankly I don’t like this system. It involves both hands and isn’t as intuitive as “press to aim, release to fire”. So I’ve been compensating by being very careful with my shots, which has actually made me a better player. But the workaround is there if necessary.

As for the games themselves, they are what they have always been. Metal Gear Solid 2 is a weak game, in my opinion, but I’m currently in the process of giving it another chance, like I did with Final Fantasy VIII. It’ll be interesting to see, after having played the rest of the series, if I can understand the game any better. I’ve already found myself connecting some dots I didn’t (or couldn’t) before. The game is based off the Substance version of Metal Gear Solid 2, so it includes the Snake Tales extra missions and VR training. Unfortunately, the Snake skateboarding minigame was removed, but since that was actually a completely different game using a completely different engine, I’m not surprised, and it’s not a great loss.

Metal Gear Solid 3 is still a gem of a game; less frustrating to play than its predecessor due to the ability to move the camera around while in overhead view. The storyline is great and starts the whole Metal Gear saga off with a bang. It includes one of the strongest female characters ever seen in video gaming: The Boss. I would have paid full price just for this game. And because this port is based off Subsistence, it includes the original Metal Gear and Metal Gear 2 games as well. Unfortunately, the Snake vs Monkey minigame is gone, as is the Secret Theater. Also, the playable nightmare Snake has if you save just after he is tortured is gone, which is a shame. But, again, that was actually an alpha of a completely different game so I can see why Bluepoint might not have been able to get the rights or integrate it properly into the rest of the port.

Metal Gear Solid: Peace Walker is new to me; I’d played the demo on my PSP but found the controls clunky. When you begin the game here, you’re actually presented with three control schemes: one based on MGS4 (which I picked), one based on Metal Gear Solid: Portable Ops, and one based Monster Hunter, of all things. So no matter how you want to play the game, you’re covered.

The controls are tight and add even more to the CQC system than was there before. You can now chain CQC moves against multiple enemies and throw enemies into each other, stunning both. If you’ve ever seen that cutscene in Metal Gear Solid 3 where Snake uses CQC to defeat six soldiers at once, rest assured that you can now pull stuff like that in gameplay. Edit: I didn’t know this when I first wrote this article, but there is actually an achievement/trophy for chaining six CQC takedowns in a row, which is freakin’ awesome.

The plot has been fascinating so far, because at this point Snake (now Big Boss) has abandoned all ideals of fighting for a country and now fights only for what he himself believes in. He commands a mercenary group called Militaires Sans Frontières (Soldiers Without Borders). He gets sucked into a conflict in Costa Rica that turns out to be a proxy war between the CIA and the KGB, and since I’m not done with the game yet I don’t know which side he’ll pick.

It’s clear, though, that this game is more about the formation of Outer Heaven, the independent military base created by Big Boss. And this isn’t just in the story. You build Outer Heaven yourself, directing the people under your command to focus on one aspect of the base or another – do you reduce research in order to make sure wounded soldiers get better faster? Which is more important, food or intel gathering? (That’s actually a valid question, since plentiful food means soldiers operate more efficiently.) This aspect of the game is interesting enough that my daughter Megan asked me, “Can I get a game with just this in it and without the sneaking around part?”

To save space on the original PSP disc, cutscenes were done using static images with some animation laid over them. They are artfully produced and professionally voiced – and I didn’t know Tara Strong and Grey Delisle could do Central American accents. The fact that they are not done in-engine does not detract from the game at all.

Quibbles? Well, the environments are small due to the limitations of the original PSP game. But they do get more interesting as the game progresses. The game tries to fit a whole bunch of information on the screen at once by writing text sideways; this combined with the blocky font used made me occasionally have to peer at the screen to figure out what it was saying.

Other than that, I’m having an absolute blast with this game – the addition of the new base building mechanic is well done. You can improve your base while on a mission (by, er, kidnapping talented enemy soldiers and getting them to work for you). And what you do on base affects your missions – upgrading your weapons and equipment will make missions easier. Thus, you can trade time for skill and I seem to recall saying in the past that this is a great mechanic to include in games. And as far as I know, nothing from the original PSP game was left out of this version.

Overall, for $40 you get five of the eight games that currently make up the Metal Gear canon (with Metal Gear Solid, Portable Ops and MGS4 being the missing games). And the ports are excellently done. If you played Metal Gear on the PS2 and miss it or if you’ve never tried it, I highly recommend this game.


Eggs

I know there hasn’t been a lot of content on this blog in…well, months. And I apologize. And I’m thinking that now that things are settling down a bit the blog is going to pick up.

I think I mentioned this earlier, but I read a book called Willpower: Rediscovering the Greatest Human Strength and it mentioned things that can sap your willpower.

(Which is really, really bad news for dieters because one of the things that really saps your willpower is low blood sugar.)

It put me in mind of the magic system for Dragon Age: Origins, which had its problems but did have one cool feature – instead of a mage having to pay every few turns for a “sustained” effect like fire resistance, you simply activate the ability and the mage’s mana cap is permanently reduced to pay for the effect. The effect then stays on indefinitely, or until you need that mana back to do something else with it.

And without getting into too many details, I’ve had a lot of mana drainers. Some of them just happen involuntarily and some are things I’ve chosen. But as you can imagine, a lot of those mana drainers have released due to my financial and employment situation improving.

And thus, I’m feeling like I can start blogging again.

But what about? I feel like I’m starting over. What shall I blog about?

When Alton Brown (still one of my favorite people) was asked what he does when he gets tired of cooking, he said (I’m paraphrasing here), “I cook eggs. Eggs are magic. They’re delicious in and of themselves, but they make so many other aspects of cooking possible. The proteins can be used to make custard and meringue. The yolks can be used to add richness to sauces. Brushing beaten egg onto baked goods helps them brown better. The lecithin in eggs is what makes mayonnaise possible. Eggs are magic, and I never get tired of cooking with them.”

So what are my eggs?

Classic games, or games in a classic style. Stripped down, fun elements. Piecing together a storyline myself. Coherent experiences.

Oddly enough, I’m not seeing anything on the horizon that really is going to scratch those itches, which is one of the reasons I talk more about older games.

But even so, you can expect more frequent posting in the future.