So I had all intent on posting everything about Chris’s power point on here… but I seemed to have lost my notes. I still have the power point though, so if anyone is interested in seeing it I can email you. So, yeah. Tara.tefertiller@gmail.com. Peace out.
Wizard World Cos Play
21 06 2009One of the most entertaining aspects of Comic Cons and Wizard Cons are the cos play. While I’m sure they aim to please whether it be eye candy or sheer awe, there are a few who take it from wow! to wow…. Fortunately enough today most were pretty creative, awesome, and fun. Take a look at some of the individuals from Philadelphia’s Wizard Con cos play.
Space Balls and the Baroness

Self Explanitory

Black Manta

No Clue

A different version of The Joker. I liked it

Chewbacca


Thats a wrap. Enjoy!
Comments : 2 Comments »
Categories : Life
Prince of Persia Review
11 06 2009by Tara <3

I haven’t been sure how to go about writing my review of Prince of Persia, mainly because I kept changing my mind on whether I liked it or not.
I would to start by saying right away, this game’s visuals are amazing. I kept finding myself stating how pretty the game was, over and over. Unlike a lot of the games today that go for gritty realism and paint a world in grey and brown, Prince of Persia has bright, eye-popping colors. The entire world seems to have a soft flow to it, which is probably related to the cell shaded art style. Animations are seamless and the characters fit very naturally into the world. Like I keep saying, this game is really pretty. I love how this game looks. Look for yourself:

Sadly, the visuals seem to be the only thing I really love about this game.
As you may have known about the Prince of Persia games, they tend to be a weird sort of action adventure-platforming mix. And although all the characters and story lines from previous games were abandoned, they did keep the game play style the same. Much of it is you navigating the Prince around multilevel, destroyed cities. Learning to control the Prince is fairly easy and the game takes ample time to make sure you understand how to get from point A to point B efficiently. Although the jumping, climbing, swinging world exploration is fun at first, the feeling of satisfaction you get from crazy jumping wall-to-wall combos doesn’t last long. Most of the game comprises of you climbing your way up to the top of a tower to a boss fight, Elika (your spunky, female side kick) having a seizure that rids that land of evil, and then climbing pack down while collecting floats balls of lights (known as light seeds) for Elika so she can get new powers. In other words, you get to explore and climb every part of the map tiwce. It gets really repetitive, and it does so fairly quickly.
As do the boss fights now that I think about it. There are four sub bosses before the final big boss, but you fight each sub boss about four times. The battle doesn’t change much from on battle to he next, so it gets kind of old.
As for the fighting combat itself, you can do somethings that look really cool by just mashing buttons and throwing Elika at your enemies. There are grapple, sword, acrobatic and magic attacks. In theory you can hit someone with your sword, throw them in the air, jump in the air next to them, then throw Elika at them for a really nifty looking combo, or something like that. I never took the time to learn how to actually do combos because it doesn’t really matter, you can never die. Really. You can’t die. Ever. If you fall of a cliff, Elika saves you with her magic. If you are about to get smashed by an enemy, a quick time event occurs. If you win the quick time event you walked away fine. If you lose, your enemy gets more health, so it doesn’t really make the battle harder, just longer.
I think the most annoying thing about the game is the dialogue between the Prince and Elika. It’s like they are two snotty, rich high schoolers who can’t decided if they like each other or not. It’s bad.
On a side note, if you like achievements this game is for you. You get like seven in the first 10 minutes. There are so many super easy ones like one for starting a game, one for falling off a cliff for the first time, one for looking at your map, one for using the GPS magic, one for talking to Elika a few times….

Anyway to go back to where I started, I couldn’t decide if I liked this game or not. I would play it, like it, get bored. Then I wouldn’t play it for a bit… play it again, like it, and get bored. I think my final verdict is this game is far too repetitive for me to really enjoy, but it’s okay. I don’t mind it in short bursts or if I haven’t played it in a while. I can’t say that I would tell anyone to buy it, but I would suggest renting it for sure. I think that everyone should at least check out the visuals and get the sense of pride you get from doing your first super jumpy, wall running combo. And if you rent it, you can bring it back before it gets old and boring.
Comments : 1 Comment »
Tags: 360, Prince of Persia
Categories : Game Reviews
User Generated Content
10 06 2009Zeb’s presentation was pretty cool, as everyone got to ask questions while he was talking. Somewhere in the middle we got on a huge segue involving DLC, so that was pretty cool. To keep my notes more in order I moved anything that was DLC related to the end since it really wasn’t part of his speech. For more information about this presentation see And We’re Back – InterFaces 2009.
Notes:
What is content: It’s everything that player does and interacts with
Why do we have content: Because it makes the player involved
Note: Traveling is never content. Do not make the player travel. It doesn’t keep them involved, it makes them bored.
There are 3 types on content:
Designed/Designer content, User Created Content, and User Generated Content
each have their own benefits and drawbacks
Design content
Benefits:
- it’s often defined and well polished
- well thought out, themed
- worked on by a team
- defines what the user can and cannot do
Drawbacks:
- it can be pricey
- it can spend years in development
- player is limited to what the designers thought of or had the time to make
User Created content:
this is similar to Spore or City of Heroes.
Benefits:
- The designers only have to make the tools the the consumers will use.
- Designers don’t have to work on as much content, and it can be cheaper because the consumers will make the content for free
- Map editors are very popular
Drawbacks:
- creating content is hard, which is why people have jobs that are creating content
- Only 10% of consumers will actively work to create their own content
- 95% of what they will make is going to be crap
- Making sure the tools are fool proof is hard. It the consumer uses your tool in a way you didn’t intend them to be used and they break something, it’s still your fault
- When you give people the tools to make something, they will make penises. Always.
User generated content:
This doesn’t have to be included in the game itself, but is really anything that give your game a sense of community or allows the player to generate more meanings for themselves. it could be guilds, writing online reviews, chatlogs, pvp/multiplayer modes, or forums.
Benefits:
- Allows the player to become more involved with the game and offer them a different experience each time they play with out the player consciously choosing to create
Drawbacks:
- There will have to be moderators for any forums or chat logs.
- Depends on the players interacting with each other.
On DLC:
DLC is something that is useful. It can extend the life of a title and continue generating money, but should not be overused.
DLC is not a substitute for making a new game. If you just keep releasing DLC and not a new game, your fan base will feel used and grow bored. When this happens you aren’t making money anymore.
DLC should be something added when the game feels complete. You shouldn’t need DLC to make a game feel like a whole.
Sometimes DLC is used to add missions that the designer wanted to put in but couldn’t because of time constraints.
Comments : 1 Comment »
Categories : Gaming
System and Combat Design
10 06 2009Marc Acero’s Presentation notes: for more information on this presentation see And We’re Back – InterFaces 2009
Marc’s presentation was a little all over the place because his computer died so he didn’t have a Power Point presentation, but he still made some awesome points. A lot of it seemed like common sense, but it was still good to be reminded of.
Notes:
Teams are important:
When in a team not every choice is going to be yours to make, so make all of your choices count.
You have to keep everyone in the loop at all times. Be sure to have up to date design documents so that any one can check them for reference at any time.
Be sure to listen to everyone. Do not get an idea stuck in your head and make it unchanging. When a lot of people’s views are challenged they immediately start thinking of ways to tear down the other person’s side instead of just listening to it.
If a team member tells you something isn’t working, don’t immediately scrap the idea. working together you can find out why it isn’t working and then make they needed changes.
With the help of a team you can make sure that you are designing for everyone and not yourself. Teammates can help you make sure you’re designing for you audiences and designing to match your resources.
Use your teammates to get an idea of how much work would be needed to implement an idea before pitching it
Design for the masses:
Don’t underestimate how stupid people can be
- you may have to make things obvious
- make sure that you give clear direction and teach the game mechanics early on
To make a game successful you have to design for the noob, but add something extra to keep the expert players interested.
- examples: Gears of War reload mechanic. Noobs can just let it go and it will reload, but experts can take pride in having the skill to do the quick reload
- Tekken vs Street fighter: Anyone can play Tekken, even if they don’t understand the mechanics, by button mashing and seeing cool things happening on screen. Experts can understand the combos and do things on purpose. Street Fighter is expert only, because you can’t button mash. You actually have to begin to learn the game mechanics to see cool things happen on screen
Always remember the 3 C’s
characters- stories, appearances, personalities
camera- first person, third person, is the camera high above or over the shoulder?
controls- need to feel natural
quick time events suck (because Marc isn’t good a them, on a side note, neither is Max Voelker)
Design an awesome difficulty curve:
having a larger number of the same enemy is not a good difficulty curve, it’s annoying.
Similarly, it has to be more than just adding hit points to enemies and giving them new attacks
Punch Out for Wii is design 101. It starts out with the opponents having the weakness shown to the player in the little cutscenes right before each match, then as the game advances the player has to figure it out themselves during the matches. In addition, new patterns and less chances to attack make each opponent harder
Comments : 1 Comment »
Categories : Gaming
And We’re Back! InterFaces 2009
10 06 2009Alright, everyone over here at Thoughts from a Gamer sort of went on an extended break, but we’re back now. So to kick off I have some of my notes from my trip to the third Annual Interfaces Conference presented by the International Academy of Design and Technology in Detroit.
Notice I did say some notes, I’m waiting for an email back from Chris Avellone before I type up the notes on his presentations so I make sure I didn’t miss anything. So here is a brief summary of each of the presentations Brian or I attended (taken straight out of the InterFaces program). Each of the presentations have their own article, so be sure to check them out.
System & Combat Design
Marc Acero
Sr Action Designer
BioWare EA
Marc Acero will be sharing his experience and philosophies he’s acquired working in the trenches of game development and applying them to System and Combat design. Topics include; it takes a great team to make great game, games are for players, building for the masses, leaving depth fot the advanced, the three “C”’s, and difficulty scaling strategy based.
User Generated Content: Game Systems/ Game Stories
David “Zeb” Cook
Lead Content Designer
Zenimax Online
Telling stories in games isn’t just about words, characters, and plot. Games are about letting the player create his own story – letting user action generate story. Since game systems are the “how” of games, it’s all about the choices the designer makes and how the player uses those choices to shape his own story, for good or ill.
From Script to Screen
Chris Avellone
Creative Lead and & Co-owner
Obsidian Entertainment
Covering titles from Star Wars: Nights of the Old Republic II to the soon-to-be-released Alhpa Protocol, this talk focuses on the elements involved in carrying a role-playing script from the initial production to the final cinematics, including its effects on the game mechanics and the character interaction pipelines. This talk is not only intended to provide concrete examples, but encourage audience questions through out the talk as well.
Hope you enjoy the notes! <3 Tara
Comments : 3 Comments »
Tags: InterFaces, International Academy of Design and Technology
Categories : Gaming
RF Jack-o-lantern
3 06 2009Although I worked on some articles to put up, I didn’t get any of them finished. And I’m sorry about that.
Instead I offer you this picture of my Jack-o-lantern I made last Halloween.

Red Faction jack-o-lantern
Comments : Leave a Comment »
Tags: Jack-o-latern, Red Faction
Categories : Gaming
