Confession: Extra excited about this session.
Jugglin' shown in 2006, unable to attend.
Session Hideo packed. Record 60 submission received, chose 10.
The Unfinished Swan - Ian Dallas
- Completely white world revealed via black paintballs
- Players understand quickly, and lose interest... quickly.
- Gameplay too pure, too powerful, too intense. good in short bursts. need more to do.
- Future¬†lies between the first 5 minutes of Portal and Shel Silverstein's "The Giving Tree"
- Trying not to wimp out and use puzzles
- Used word "affordance", that word should be outlawed.
Shadow Physics - Steve Swink, the underappreciated Scott Anderson
- Platformer with a twist: Play as Mario's shadow, jumping on shadows from¬†3D platforms
- Mario's shadow can interact with real world 3D objects
- Repositioning a light source, or changing a camera angle,
¬† changes the shadow which changes¬†the gameplay
¬† and makes things really, really interesting
- Shadows falling on a corner hurt brain
- Why is this a platformer? [See comments below]
Miegakure - Marc ten Bosh
- Platformer with a twist: Playing in 4 dimensions.
- Playing 3D slice of 4D world no different than playing 2D slice of 3D world
- 4D hard to grasp. Marc did admirable job of explaining.
- Moving 3D slice in 4D essentially changes 3D world completely.
¬† What's in the 4D world? Switch to find out!
- Chaos is controlled by:
¬† a) 3D world composed of LARGE 3D squares that snap to 4D grid.
¬†¬†¬†¬†¬† Staying within same 3D square, or along same 3D row,
¬†¬†¬†¬†¬† helps player predict/learn 4D transformation.
¬† b) 3D shadows (cast from 4D objects) that hint at what 4D change will cause
- Lots of applause. Curious what reaction would have been without explanation.
- Why is this a platformer?
Spy Party - Chris Hecker
- 20 people at cocktail party (some players, some A.I.). 1 is a spy.
¬† Assasin observes party, attempting¬†to determine who the spy is. Bam!
- Spy can only be distinguished by subtle "tells".
¬† i.e. spy reads book from bookshelf, but places it back strangely
¬† i.e. spy secretly slipped a piece of paper from someone
¬† i.e. spy wears a T-Shirt saying "spies do it in the dark"
- "affordance" and "actors" mentioned. must... remain... calm.
¬†¬† [Chris has would like to know
- Game demoed. Audience plays assasin watching 20 people, attempting to finger the spy.
¬† Laser pointers highlight innocent man. Audience shoots - "you killed a civilian"
¬† Audience quickly picks someone else (game developers are cold hearted bastards)
- Most memorable moment: When civilian was shot.
¬† Ambient chatter stopped, replaced by¬†piercing female scream,¬†everyone ran from victim.
¬†¬†[Shocking. Can't remember last time I felt bad for killing someone.]
¬† Reminded me of wedding.
Stuff - Daniel Benmergui
- Daniel demoed some short "art" games that featured utterly brilliant ideas
¬† and empathetic characters.
- "I Wish I Were the Moon" - Take snapshot to capture moon, use results to impress sweety.
¬†¬† IGF "Snapshot" eat your heart out.
- "Trials" - Take photos of yourself to make clones, create human pyramid.
- "StoryTeller" - Show Past, Present and Future of 3 characters simultaneously.
¬†¬† Moving people in past immediately impacts present and future.
- "Fate" (prototype) - Mario's entire path is laid out for a level.
¬†¬† Tweak Mario's path for perfect run while fate interferes.
- "Today I Die" - text poem is displayed, along with related game.
¬†¬† Player can change the text, which changes the game
- I like the cut of this boy's jib.
Flower - Jenova Chen, the overlooked Nick Clark
- You're the wind. aka. a floating camera.
¬† Extremely atmospheric, attempts to make my dead heart feel something
- "we start with the experience first"
- showed all the prototypes that led to Flower.
- after discovering "it was kind of fun to fly around", attempted to add more¬†mechanics.
¬† mining sunflowers to grow flowers everywhere you travelled - fail!
¬† land petal in grass while avoiding desert - fail!
¬† travelling in roller coaster tubes - fail!
¬† teleporting via a focus mechanic - fail!
¬† time limit - mega fail!
- First prototype looked like the closest match to final Flower,
¬† doubt another company could have tossed out all that prototype work/ideas
- Jenova re-used colour wheel slide from this morning - felt robbed
Achron - Hazardous Software
- RTS that allows players to travel backward & forward in time.
¬† It's multiplayer. I repeat... it's multiplayer.
- Started by explaining game design complexities. They were... complex.
- Gameplay Example:
¬† In 1960, Andy builds base + units.
¬† Mike heads to 1980, creates nuclear weapons, brings them back to 1960
¬† Mike wipes out Andy's base + units using nuclear weapons.
¬† Andy goes back in time, changes history so he never builds base + units.
¬† Timeline changes, Mike now winds up destroying himself with his own nuclear weapons.
¬† Mike lacks time energy to pull same trick.
- Supports time paradoxes. i.e. You can go back in time and kill yourself.
¬† In the future, Player needs to fix repercussions.
¬† Explains why game has taken 10 years.
Closure - Tyler Glail
- Platformer with a twist: You carry a torch and can only be blocked by what's lit up.
¬† i.e. Leave your torch behind to walk through walls.¬†¬†¬†¬†¬†¬†
- Great ambiance. Amazing integrated Tutorial + Credits
- Only adding mechanics that adhere to the core rule: what you can't see doesn't exist.
¬† Too confusing/overwhelming to add lots of light based objects
- Mechanic lends itself to level solutions designer didn't expect.
¬† i.e. Lighting half a wall provides a platform, but can still be jumped
- Why is this a platformer (complete with precision jumps)?
Where is My Heart - Bernhard Schulenburg
- Platformer with a twist: Screen is collage of different sized panels,
¬† each showing different fragments (usually overlapped) of a level.
- Collage of viewpoints makes simple world artifically complex.
¬† Adds interest to Lost Vikings style gameplay.
- Polished Pixel art. 8 bit music (why god why).
- Inserting the 3 dwarves into the final tree got the biggest reaction.
¬† Utterly charming. More of that please.
- Why is this a platformer (complete with precision jumps)?
Rom Check Fail - Farbs
- Take 7 famous retro gaming heroes (PAC man, Asteroids ship, Space Invaders ship, Zelda),
¬† multiply by 7 famous enemies (Defender aliens, Pac Man ghosts, Asteroids).
¬† Mash them together into 49 possible gameplay combinations.
¬† i.e. Asteroids ship fighting Pac Man ghosts
¬† i.e. Space Invaders ship fighting Zelda enemies
- Spacer Invader ship caused controversy since it sucks so badly (can only shoot up)
¬† Some people found it hilarious, others found it annoying
¬† Since it "evoked a strong, emotional, response",¬†Farbs kept it.
- Game constantly switches between random variations.
¬† Some hard. Some easy. Players anticipation of the change, and consequent adjustment,
¬† keeps the game pacing extra interesting.
Extreme Consequences - Derek Yu
- Overview of Rogue (1980) style games and what they had in common
- 2 Things Rogue's do well: Procedurally generated levels and Permanent Death
- 4 Things Rogue's do badly:
¬† Complex interfaces, Micromanagement, Poor presentation, and Slow Moving
- With this in mind, Derek created Spelunky.
¬† Platform game with a twist: Procedurally generated, terribly hard, only 1 life.
¬† While death is permanent, and often, it is FUN. Dying means whole new adventure.
- Quickly highlighted other Rogue-Likes, time was not on his side.
¬† Demoed variation where player and monsters were chess pieces.
¬† Read a morbid-but-hilarious passage auto-generated by Dwarf fortress ending with
¬† "the baby committed suicide"
For GDC 2010, plan to submit platformer featuring mutliple simultaneous zoom levels,
5D to 3D projection, and ability to walk on flashlight beam.