Wednesday, December 25, 2013

Creating an RPG

Hello and Merry Christmas! As I'm sure you all know, Steam's Holiday Sell is currently making many a games affordable for college students (Skyrim is available for $8 right now!). However, there is one game I think we should all consider buying, especially students who interest rests in game creation. That game is RPG Maker VX Ace.

RPG Maker VX Ace is on sell at Steam for $18, as oppose to the usual $60, until tomorrow at noon. The game is more of a game creation kit, requiring little to none programming skills to create your very own RPG. This could give you immediate experience in creating games and you would have plenty of time over the break to develop and share your ideas with GDC members, friends, and other internet users.

 
RPG Maker VX Ace also has plenty of DLC, including soundtracks or animation styles like Pokémon (all of which have great sales). For a complete look at the game content and DLC, click here and buy the game if you want. However, if you can not afford the game, perhaps you can ask a friend to buy it and you can share the cost later.


If this all sounds a bit overwhelming, know that there are plenty of tutorials on YouTube and that the creators of the game have a website that includes a tutorial blog for level, character, and other designs. While all of us may not wish to create RPGs, this is a cool and inexpensive chance to begin your game development hobby or career.

Tuesday, December 17, 2013

Buyers Remorse on the WiiU. Borderline Depressing man.

So as im sure the majority of you heard at the last meeting, I had planned on buying the PS4 once paychecks dropped the next day. Sadly, SAU took half of my check for fees I hadn't accounted for. So, to turn a bad situation (I sold my ps3 the night of the meeting to ensure enough funds for the PS4) of having no games to play, I bought a WiiU.
         Now to be fair, I had been wanting to play ZombiU. It is a great game that is an entirely new take on survival horror centering around the (soon to come) zombie apocalypse. However, I cannot sit and play one game alone unless it has a very compelling story. Or if it's minecraft. ZombiU has a curious story but lets be honest, its a Zombie game. You can't do much without turning it into a Fable clone. So I was lucky enough to have bought the Windwaker edition console with the free download of Windwaker HD. You can't go wrong with Zelda right? Right? I can. As a kid all I had was the gamecube and one game. Windwaker. I beat it 47 times. No joke. Its not exaggerated. Its 47. So I got bored.
        Tonight I decided I'd look at all games on the WiiU, released or soon to be. Guess what. The only noteworthy title I came across was Super Smash Bros. And thats not slated for release until a few months from now. So I looked at ones that are out now and all there is is Bayonetta 2, Monster Hunter3, and Ninja Gaiden 3. '-' Not a fan of Monster hunter. Never played Bayonetta 1 and ninja gaiden is a bit too hack and slash for my taste. So now I am sitting in my room at 1:42 a.m. womdering why the hell I bought this thing. So here's my review for the WiiU!

         The wii was a let down. No one can deny that. With one or two good titles, most gamers felt cheated out of their money when the wii never delivered on anything decent. Now the WiiU promised us so much more and even shpwed off a lot of fancy stuff for us to look forward to. Still, most of us ignored Nintendos "next gen" console. I guess that was the gaming community punishing Nintendo for the catastrophe the Wii was. I personally didn't buy into the hype, like any sensible gamer. But the WiiU did catch my attention with ZombiU. I had not made any plans to buy this console for just one game when I was an owner of both an Xbox360 and a Playstation 3 at the time of its launch. Soon Xbox betrayed me, and I became a PS3 fanboy. I was good. Now the PS4 is out amd I was dying to get one. I had the money and SAU took a bit. Oh well right? I figured I'd get a WiiU and swotch to PC gaming when we got money back next semester. So I went to gamestop amd bought the WiiU. '_' The first thing I noticed was the extensive set up process. I figured "Awesome! This foreshadpws a great UI for me to play around with!" Iiiii was wrong. Its just like the 3Ds, which dont get me wrong is good for the 3DS ALONE. This is a console, come on Nintendo what're you thinking. Oh well, it should be faster than the Wii this time. Nope. Its actually slower. I clocked it at 53 seconds to open the settings. I was a bit dissapointed. But hey UI doesnt make a console, its the games. So I popped in ZombiU in my dorm room and got into it. ZombiU wasn't quote what I had hoped but it was still an amazing game. I love the whole aspect of 'if you get swarmed you are going to die'. It was realistic and challenging. But I found it dofficult to focus with me constantly having to look at the gamepad to see what button im hitting. The controller os just too big to handle properly. Especially if youre used to the thinner Playstation controller. It absolutely took away from the gaming experience. I feel like the console has potential but I just can't justify my buying it for $350. It's quite the letdown. So my final verdict on the console, is a 2 out of 5. If the console had sold better and some third party developers had got with it amd given the console a bigger library to choose from, it may be a 3. But with a slow OS and a wonky oversized controller that mah as well be the tablet im writing this with, the hardware and software are just dissapointing.

Feel free to comment and tell me im being a picky little douche, but I think I deserve what I paid for. :/

Thursday, December 12, 2013

How Long Should a Game Play Out?

      For the longest time I have always thought that the longer a game, the better it was. The longest titles were usually RPGs. I would average 40 hours playtime in games like Legend of Dragoon, Chrono Cross, and Final Fantasy IX. The longest game I have played so far would have to be Xenoblade Chronicles in which I had a game completion time of 110 hours! I got pretty close with Oblivion and Skyrim, but never finished all of the content, so I had between 40-60 hours invested on those titles. However, one of the strangest experiences I had was with Jade Cocoon.
      Jade Cocoon was this RPG title that I rented a long time ago when the Playstation was still brand new. I played through this awesome game and made it to the very end. To my amazement, my playtime barely scratched 20 hours. I deemed it less enjoyable than the other games that took longer to beat. As I grew older I noticed more and more games were reduced in length. Games such as Portal, Braid, Limbo, and Bleed took less than 4 hours to finish. The shortest game I have ever played was Journey and I clocked in at 90 minutes! Why are games becoming shorter? A better question might be is this a bad thing?
      Portal was a short game, but my time with it isn't what I would call brief. Brief implies it was not long enough. Short just refers to the overall length of the game's duration. Despite spending only 4 hours playing Portal, it was a grand experience. Braid's playtime was almost 4 hours, but I loved every bit of it. Bleed was around 3 hours and I had a blast slowing down for bullet time and dodging attacks that should be impossible to avoid! And Journey absolutely astounded me. I played a total of 90 minutes. You would think that would be a complete waste of my money, but no. The game was incredible. I literally felt like I spent a lifetime playing it even though an hour and a half was all that passed in reality. I do feel like it could have done just a little more, but that's for another time.
      I think duration and longevity in a game is of little importance at this point. If I play a game for 20 hours total playtime, but it feels like it's dragging on, it should just end already. I expected the story to stop 5 hours ago. Why is it still going on? Haven't I done this before? When will this monotony end? I don't think a game has to be incredibly long to be truly enjoyable. Earlier when I said Xenoblade Chronicles was the longest game I played? I would have to say 90 of those hours were spent on side quests and being lost. It wasn't a bad experience, but some parts did make me want to hurry the story along. When it gets to the point the game feels like a chore, just proceed with the story. If the story is the chore, maybe take a break from it.
      What are your thoughts on longevity? Should a game be padded out for the sake of a long duration or should it only be long enough to prove its point? Is there an objective minimum length a game should be? What's the longest game you've played and how much time did you invest in it?

Monday, December 9, 2013

Are Games Supposed to Appeal to a Specific Gender?

      I always noticed that games have a tendency to appeal to basically everybody. Gaming itself looks like it's a male activity because a lot of men play, but there are lots of women who play as well. I also noticed that most game genres do not try to target a specific audience based on sex. Developers might do that, but the genres themselves seem gender neutral. However, some genres such as Fighting, Racing, Sports, and Shooter seem to be more masculine. In addition to the main question (see the title), are there feminine games out there?
      From what I have observed, men have a tendency to compete. They always want to try and be the best of the very best. Fighting games are a common way to prove who is better at everything. Argument over who gets the last chicken wing? Fight it out with Tekken. Debate over who knows their chemistry and who doesn't? Mortal Kombat will settle that once and for all. Racing and Sports games can do the same thing, but competition seems more friendly in those titles. At least in Nintendo titles and their cartoony style of graphics. Realistic looking Racers and Sports tend to invoke the man's spirit of competition. They start to take it a bit too seriously. Shooters are kind of the norm for males at the moment. If you don't play a Shooter, you aren't a man, apparently. It's really specific, too. Team Fortress 2 is a Shooter, but it isn't realistic, so it gets a lot of hate from players who play more realistic Shooters.
      Almost every other genre I see is gender neutral. Adventure titles? No preferable gender. How about those RPGs? Loved by everybody (that I know at least). Those Platformers? Appeals to anyone. Keep in mind I'm not saying everyone loves these genres. I am trying to say that they have this appeal that doesn't make them feel like it's only meant for a specific gender. But if there are games that appeal to a masculine audience, surely there are feminine titles out there? If there is a genre that appeals solely to women, I can't name it.

Saturday, December 7, 2013

Favorite Insanely difficult games.

So I recently picked up zombiU. I didnt figure it would be too hard, but man was I surprised. Its like the wii version of Dark Souls. Ive played "I wanna be the guy" and havent died nearly as many times as I have on here. So, out of curiosity, what are your favorite insanely difficult games?

Thursday, December 5, 2013

Wilson 119

The doors to Wilson 119 are currently locked. I will try to get the doors unlocked before 5:30, but if I can not then meet in Brinson 221.

Sorry for any incovinence.

Difficulty: How does it affect gameplay?

     Difficulty is the term to describe the level of challenge a game provides. Some games have a static difficulty level whereas others give players the option to adjust the difficulty. This raises a few questions: namely, the titular question “How does it affect gameplay?” and other questions such as “Can a game be too easy or too hard?” or “Is difficulty subjective?” I suppose I could answer the first question right now.
      Difficulty is the way the game challenges the player. There are typically three major difficulty modes and they are Easy, Normal, and Hard. Easy mode is basically a casual stroll through the park. You can spend more time stopping and smelling the roses than you can trying to save your own skin in the middle of a gunfight. There is very little danger or threat to the player and is an ideal difficulty for newcomers to the gaming scene or someone who has had a bad day and just wants to vent their frustrations against enemies who cannot hope to win.
      Normal mode is a balance of challenge and fairness. It is meant to keep the player engaged enough to pay attention to the game, but is never too taxing for the player to handle. At least for the average player. A newcomer may stumble and trip their way through Normal, but they can get the hang of things and overcome adversity to reach the end. Normal is the most commonly picked difficulty in any game that has a difficulty select option.
      Hard mode is just absolutely nuts. This mode is almost always designed to give the player a sense of utter dread after they lose countless times. It is built to test the most hardcore of gamers, to challenge the most skilled of players, and to be taken up as a dare for $1.00 USD for the guys who don't really know what they're doing and so his friends can laugh at his demise. Why do some of us enjoy Hard mode? I dunno. Maybe we're masochists? Or quite possibly the intense feeling of reward gained from overcoming the seemingly impossible odds! Yeah, we are masochists, aren't we?
      Can a game be too hard? Of course it can. This can be subject to a slew of factors such as the game mechanics, the player's skill and understanding of the rules, the controls, the jeers of your peers, and uncontrollable aspects such as undodgeable attacks. If the player is just not able to keep up with the game's pace or how many things are going on at once, it can be overwhelming and they might deem it too difficult. A hardcore player, however, may delight in the idea of complex mechanics and hectic environments. But hey, if a game is too hard to handle, it isn't the end of the world. You don't need to worry about beating it on the hardest difficulty. Plus, difficulty is a perfectly good reason for disliking a game. Even if it is trivial as opposed to frustrating.
      Speaking of trivial, a game can be too easy, as well. If the mechanics end up being too simple with no expansion or variety, the game can get boring fast. It doesn't have to be complex, but it still needs to be interesting. The worst part is sometimes the difficulty can be mislabeled. Any of you familiar with Dust: An Elysian Tail, the Normal difficulty mode feels like it's set to Easy. I played on Tough to get a bigger challenge out of it, but it felt like a Normal difficulty compared to other games. It gave me a modest challenge and I even failed on numerous occasions. Anytime you play a game and it feels too easy, try upping the difficulty. It might become more engaging.
      Overall, difficulty is subjective. One player may play on Normal and find it an adequate challenge, but another player may play on the same difficulty of the same game and argue that it was trivial. Different modes provide a different experience depending on the player. On that note, what do you all think of difficulty? Should all games have a setting for difficulty or be static? Is there a limit to how hard a game should be? Just tell me what you think in the comments below.

Tuesday, December 3, 2013

ART BLOGS or How to stay motivated and share your current work with the world (or at least your friends)

Portfolio or art blog. How should I share my artwork with potential employers and fellow artists?

Every artist looking to be employed should have a digital art portfolio. This should only be your very best work.You will want to review this portfolio regularly, re-evaluating your work, adjusting what is included and fine tuning the presentation of your skill set.

An art blog, on the other hand, is not for your best work, it is for your ongoing work. This should be viewed as motivation to keep working, a way to connect with other artists, share your talents with the world, document your progress, push yourself, make goals and archive your work. Some of the best digital artists I know maintain regular art blogs. In these blogs they post works in progress, ideas for future projects, tips they have learned and want to share and whatever else strikes them. Many artists will participate in monthly theme "contests" or groups, for motivation, group critique and camaraderie.

Disney Interactive in Salt Lake City has an active art blog for the artists working in the company. This is not required by the company, but rather the artists have found that it helps them to keep making art, explore ideas and encourage and motivate each other. The artists regularly give one another challenges and critiques. From this community blog you can also link to the individual blogs of many of the game artists and get an idea of how an art blog can be used by a professional artist.

Links to a couple of good articles

I would like to add links to interesting articles as I come across them.

This article, from IGDA, is about board games helping in video game development (since we talked about maybe playing board games occassionally)

Good overview article on art jobs in the game industry

Advice from an industry professional for artists and writers




Monday, December 2, 2013

Games to Critique

Hey, I'm sorry to post this so late. This post is a reiteration of the email I sent out to our members, as it has recently come to my attention that not everyone checks their email. So if you've read this before, skip this post. If not, read ahead knowing the time limit for recommendations is now tomorrow at noon.

So, since next week consists of days studying for finals and because we haven't had many meeting this semester (we had to wait to be made official by the school, which happened last week) , the next GDC meeting will be more about relaxation than planning any huge future opportunities. Thus, we will be mostly playing/critiquing games at our next meeting and taking a break from studying ( I may mention Angel Tree again).

I need you to let me know before Tuesday (at noon) what games (System too) you want to play and if you can bring your own remote, system,  television (or PC), or anything else needed to play the game. We'll probably play two games during our meeting from 6 to 7:30, so make sure the game you wish to play is fun to watch (like Spelunky)  and/or a multiplayer  (like Mario Kart).

I currently own a TV (with HDMI), a Wii and it's remote (without the nun chuck), a PS3 with its two controllers, and a PC with Steam and a remote.

I'll email you Tuesday about whichever game is most popular and with more information (time, place, schedule, etc.). If you have any more ideas about our next meeting, email me. Also, if you can not come to our next meeting at 6 on Thursday in Wilson 119, please email me before then.

Our last meeting

Hello fellow bloggers and readers; I hope you're had a good Thanksgiving break (at least here in the U.S.)! It's been awhile since our last meeting, but I wanted to post about what we did last time so members or potential members who couldn't be there will be kept in the loop.

  1. What is GDC
                            GDC (Game Development Club) is about games developers and enthusiasts meeting together to talk about (and later create) video games. We do this my meeting weekly at Southern Arkansas University in Wilson 119 at 6 P. M. or by blogging on this website. During our meetings we discuss video game news and opportunities related to GDC or in our region, critique games, present our game ideas, build friendships, and eventually create games. We're currently as new as our university's Game Design major, so now is the time to visit, express your ideas, and help define GDC for years to come.

2.     Game Presentation                                                   
                  
                           GDC's Cody Duncan presentation included a PowerPoint about a game he and his co-developer Cody Bonner have been working on for quite some time. The game will feature exploreable and active  environments in which the protagonist will level-up in a apocalyptic world.  Since this game idea is so huge, the creators of this game are looking for help with art and writing. If you would like to help with the development of this idea or have any questions, you can email Cody Duncan at Codyjay95@gmail.com.

3.      IGDA and GDC

                          GDC plans on joining IGDA (International Game Developers Association) in the year of 2014, which will provide scholarships and other benefits to it's members. As a non-profit organization, it will also provide information and discounts for potential game conferences that we may visit later on, such as E3 or GDC (Game Developers Conference). However, any student in the video game field can now volunteer their time for Game Developers Conference through an application without being a IGDA member. There is more information about IGDA here here and GDC here .

4.     Theme Night

                          Most of us want to develop video games because we enjoy playing video games. Thus, as a club, we will have game nights centering around a genre or generation of games. We will pull aside a night and play: retro games, fighting games, frighting games, driving games, and indie games. This will be an opportunity to discuss why we love the games we play and introduce games and game ideas to members with similar interest.

5. Altruism

                         To be apart of IGDA and improve our community, we discussed altruistic acts we could participate in or create. We decided to donate time to Angel Tree, which is an on campus organization that gathers gifts for underprivileged children for the Holidays. Here is a  Link to the various ways we can help Angel Tree achive its goal of giving every child in our community a present(s).

6. Time and meeting

                           The group has decided to meet in Wilson 119 from now on, which hosts a large room with over 20 computers. We will continue meeting on Thursday at 6 P.M., with meetings being no longer than two hours.


Thanks for reading about what our meeting consisted of and hopefully you will come to our next meeting on 12/5/2013 in Wilson 119 at 6 P.M.





Tutorials: Are they Necessary?

     When you first start a game you likely have no idea what you are doing or even how to play. Luckily, every game usually comes with an instruction manual that tells you how the game works and what rules to follow. It covers many basic controls and aspects of gameplay, but never mentions the more advanced topics of the game. Those the player tends to figure out as they progress. For those of us who never read the manuals, today's games feature in-game tutorials that perform the same functions. But are these tutorials really necessary?
      The purpose of a tutorial is to explain how the game works. Without this the player may find themselves lost and confused. As for veteran gamers, figuring out gameplay is very easy. For newcomers, not so much. It may take a little longer for a novice to grasp the mechanics of a game, but today's tutorials seem to think the average player needs to have their hand held constantly. These tutorials will pop up on the screen with an excessively detailed explanation on what a particular function does and how to perform said function. Not only that, they pause the game to do it. This interrupts pacing! Worst of all, it is for the most trivial of commands. Even a newcomer can realize that the directional buttons are used to move around. They can easily guess this just by pressing the buttons. They can even figure out what the other buttons do by pressing those, too.
Yet, tutorials are still needed in most games due to the complexity of the game's mechanics. They just have to be implemented properly. How is this done? First, I would gauge how difficult it is to play the game overall. Second, I would see what aspects of the game require a little explaining in order to fully understand. Finally, I would put these hints in places that do not disrupt the flow of gameplay and do not obscure the screen.
      You see, if the game is so simple that the player needs to only focus on one goal, then a tutorial is completely unnecessary! Even if there are a few rules to follow, the player should only have to see them once before starting anything. If they forget something, they can always check a manual or pause the game and see if the pause menu has any option to view the rules. But what if a game is more complicated than that? What if the game has mechanics that expand and change as the player progresses? I'm just going to use Braid as an example. One of the first rules you see in Braid is that you, the player, control time. Magnificent power, that time controlling thing is! Anyways, the first thing a player will notice is that time can be turned back. There is a little hint that explains this, but it only shows up once and never again. Simple mechanic, right? As you progress, the game introduces new mechanics such as rewinding time to create a shadow that performs your previous actions. Through observance, the player can see this. There is no explanation nor hints that tell you how to do this. The mechanics are so simple that a tutorial is hardly needed.
      More complicated games, however, do require tutorials. Let's say the player is trying a role-playing game. If anyone who has played RPGs knows, they tend to have a lot of stats and numbers. Most of these games do not describe what each stat does or how it affects gameplay. Over time, I learned that terms such as “STR,” “PWR,” or “ATK” generally affect how much damage (more specifically physical damage) you deal against a target. Those may be easy to figure out, but terms such as “AGI” or “DEX” are enigmatic. What do they affect!? Does AGI mean Agility? Is that how fast I can attack? Does it affect critical chances? Is it meant for dodge mechanics? It's hard to find out what this term means unless there is a manual or in-game tutorial explaining what the attribute stands for and how it affects gameplay.
      As I mentioned before, implementing tutorials is usually done wrong. Pausing the game to tell the player how to rotate the camera is not necessary! A little hint box at the bottom of the screen will suffice. Shoving it in the viewer's face comes off as overwhelming and intimidating. It's like trying to read a popup book about cooking. The game is pushing information into your head and you're not quite ready to take it all in yet. This is why we chunk our information so we can internalize it faster.
      I say tutorials are necessary for games with complex mechanics, but not for games with simple rules. What do you all think? Do you believe tutorials are necessary in every game or just some? Should they stop the gameplay so you can read it carefully or not disrupt the flow at all? Let me know your thoughts in the comments below.