100 days: website launch

Sunday, November 24, 2013

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Exciting news! 100 is a website that invites people to learn a new skill or begin a project, work on it consecutively for 100 days, and share their experiences online. I've been uploading videos of my design progress to 100 since the site was in its beta stage, and just recently the site launched to the public.

To follow my progress, check out my page here. To see what others are doing on 100 or to get involved yourself, click here.

100 days: day 55

Sunday, November 3, 2013

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In addition to following The Game Maker's Apprentice (I'm into my fourth game in Apprentice) and its sequel, I'm also taking notes on screenwriting and story structure within games. The Ultimate Guide to Video Game Writing and Design has been very helpful so far, and as I play games, I can't help but study them and break down their core narrative bits - what works, what doesn't, and why. What makes interactive storytelling effective or ineffective?

These are just the basics, but the basics are important.

Game audience expectations are..

To be engaged.
To be in control.
To be playing.

Players should be challenged with clear and achievable goals, rewarded for achieving goals, and made to feel in control through choices given to them within the game. Avoid punishing players for things out of their control and confusing players with too much control. Feedback is important as it helps the player know what they are doing is correct or incorrect. Share feedback and cues in creative ways.

As for writing and narrative?

William Zinsser, author of On Writing Well, says the four indispensable qualities of good writing are clarity, personality, simplicity, and warmth.

According to The Ultimate Guide - in game writing, changes are a part of the process. Build your stories to break. The process of game writing is always in motion and revision. Change means you are moving forward - embrace it.

Story and gameplay should blend seamlessly. A large problem with game writing is often the needs of the game conflict with the needs of the story. In this scenario, something needs to change.

Plot = dramatic tension. Also, plot = gameplay.

Something I learned from a recent Idle Thumbs podcast, in which Sean Vanaman and Jake Rodkin talked about their experience with Telltale Games, is this - never rely on just one emotion or event to motivate a character's actions. If a character only has one reason to, for instance, be angry with the PC, it's a flawed scenario. Add layers of unspoken, subtle depth to character feelings and actions.

And one of the most important points of all.. Don't say it, show it. Or rather, don't show it, play it.

the wolf among us: ep. one review

Sunday, October 27, 2013

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If you're familiar with fairy tales - and no, I'm not talking Disney - you should know that folklore often dives into dark territory. Tales were often told to children centuries ago as cautionary lessons, and in doing so, they boasted themes rich in racism, incest, murder, and veiled allegories of sexual awakening. 1

So in that regard, you might say that Telltale's recent release The Wolf Among Us, with its dark themes and shifty characters, might resemble a modern-day fairy tale more than, say, Brave. Not to say that The Wolf Among Us is for kids, though. Because it's not.

The Wolf Among Us is the latest in episodic storytelling from Telltale Games. It's based on Bill Willingham's comic series Fables. Don't worry, for those who haven't read the series (myself included), you won't be missing anything here as The Wolf Among Us is a prequel of sorts.

Long story short, in Fables all fairy tale characters have been run out of their homeland by war and are forced to take up refuge in New York City. There, they disguise themselves as regular old humans (mundane folk - or mundies, as they're called). This is easier for some more than others - anyone that doesn't look human must disguise themselves using the help of an expensive spell called glamour or risk being sent to The Farm, a remote hiding place in upstate New York.

In the first episode of The Wolf Among Us, you roam the streets as Bigby Wolf, the Big Bad Wolf-turned sheriff of Fabletown and protector of its inhabitants. Rather than protecting Fables from the outside world, however, you spend most of your time protecting them from one another.

Fables are immortal. They are very hard, but not impossible, to kill. It doesn't happen often. So when one Fable turns up dead on your very doorstep, it's up to you to solve the murder.

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At its core, The Wolf Among Us is a detective story. Situations, places, and people are complicated, and everyone is a suspect. Interactions aren't ever black and white. Choose what you consider the "nice" response to a character during a conversation, and you might not receive a nice response in return. Not all actions have immediate consequences. In Episode One, most don't.

Voice acting is excellent (Mr. Toad and Bigby in particular), and characters are colorful and complex. The Woodsman has hero syndrome. Once savior to Red Riding Hood and her grandmother, his failure to gain fame for his actions has left him with a penchant for abusing alcohol and women in equal measure. Mr. Toad is a passive aggressive, foul-mouthed slumlord who also happens to be a loving and protective father to his son. As assistant to the mayor, Snow White struggles to help her community while managing self-esteem issues after a messy divorce. For residents of Fabletown, life is anything but simple as they juggle their former identities with who they are now in a modern and dangerous refuge. These outer entanglements are reflected in their unbalanced personalities and actions.

In my second playthrough I took the rough approach to playing Bigby, experimenting with which characters I could boss around. I was pleasantly surprised at how differently certain events can play out depending on what choices you make, even going so far as skipping entire puzzle sequences if you're enough of a jerk. Divergent choices and outcomes offered to the player add to the tailored nature of the game.

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Atmosphere is one of Wolf's top strengths. It is New York in the 1980s, an era riddled with crime, drugs, and racial tension. In the first scene, Bigby is riding in the back seat of a taxi. The city is painted in vibrant purples and blues, and street lamps cast yellow circles of light on the pavement below. Cel-shaded graphics with heavy black outlines mirror the game's comic roots effectively.

Inevitably the game invites comparisons to its Telltale-produced and wildly successful predecessor, The Walking Dead. Does The Wolf Among Us compare? It's too soon to tell, but so far it certainly stands a chance.

Combat, for one, is an improvement in The Wolf Among Us over previous Telltale titles. Nearly all combat maneuvers are quick-time events, resulting in a more intense and rewarding experience. More varied button prompts mean more of a challenge. Fighting with Bigby is fun.

Reviewers who are familiar with the Fables series have whined that there isn't enough backstory included ("why isn't the Adversary mentioned?"), but as a newcomer to the series, it was just enough for me - a well-balanced amount of backstory that kept me both informed and wanting more. Others have mentioned that the narrative of The Wolf Among Us is too similar to the story told in the beginning of the comics. I've no idea if this is true, but if it is I'd say that's a reasonable complaint. Whatever the case, you can be sure that I'm reading the comics after finishing the game.

There are a handful of misses. I played The Wolf Among Us on Playstation 3 and encountered a few glitches, but nothing sinister. Voice syncing was delayed a few times. An inventory can be considered a quintessential part of an adventure game but in Wolf, its uses are few as objects can only be used contextually within dialogue or actions - no inspecting items up close or hearing Bigby's thoughts on them. Perhaps we'll see the inventory feature better integrated in future episodes.

Also, Episode One is short. It took me about three hours to play, but others have complained of a two hour playthrough. With something this good, we need a bit more - four hours is a reasonable length.

Whatever the flaws in The Wolf Among Us, the game's strengths outnumber them tenfold, resulting in a unique and engaging experience. I'm hopeful for what the next episode will bring.

A thoroughly engaging chapter replete with interesting and complex characters, solid story, and stunning atmosphere. Albeit a bit short and inconclusive in its own right, The Wolf Among Us Episode One: Faith is a must-play for anyone looking for the beginnings of an immersive adventure. 

8/10



1 "The Jew in the Brambles", Chronicon Lethrense, "Mother Trudy", and "Briar Rose", respectively.

100 days: day 35

Monday, October 14, 2013

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Technically I'm on Day 22 or 23, to be honest - I've slacked off and I have some serious catching up to do. But in the meantime, I'll share my progress (however limited).

After my last post, I followed Shaun Spalding's in-depth platformer tutorial and felt so passionate about using code exclusively that I vowed to never touch step events in Game Maker again.

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Then I got my hands on The Game Maker's Apprentice and changed my mind. I made the first game in the book, Evil Clutches (below), in just one afternoon using step events.

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Evil Clutches looks a lot more polished than my simple self-drawn game in the platformer above, but that's because the images are stock creations from the book. The game is pretty much an exercise in cut and paste, but I know the projects will get tougher as the book goes on. And once I put the game together it was hard to stop playing it.

I love step events. Step events are essentially button shortcuts for the designer to use when working on a game. Create event - Key Press <Up> - Action: start moving in a direction <Up> speed: 16. If you have no coding knowledge, it allows you to make a game without implementing code.

But there are drawbacks. You don't have the same control or potential for action and depth as you do when coding. There are some things that can't be recreated with an event; they must be coded. Also, coding is an essential part of game design, so to ignore it now means you're just hurting yourself in the future.. which means I need to learn code, sooner or later.

Which brings me to my new goal: rather than jumping headfirst into code like I planned a couple weeks ago, I'm going to instead first follow the two Game Maker books from front to back, making every project they list, even if the project lesson doesn't involve code. I'm going to learn step events as well as code and take a bit more time with coding.

The Game Maker's Companion is a sequel to the Apprentice. It expands on everything from the first book and most importantly to me, it digs deep into interactive storytelling with its last project, Shadows On Deck - I'm really excited to make that one.

Up next is learning how to make Galactic Mail. I'm also into the second chapter of The Ultimate Guide to Video Game Writing and Design, I'll share some key points from the book later on.

Games recently played.. Gone Home. Currently playing Portal 2. To play (tomorrow, when the PS3 version is released!) - The Wolf Among Us.

100 days project: day 15

Tuesday, September 24, 2013

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Two weeks in and I'm feeling pretty good - I'm following Shaun Spalding's Game Maker tutorials religiously so far. The first time I plugged in a line of code and was able to move my character around on the screen was more exciting than I'd care to admit.

So far I've just learned the basics of a top-down shooter - how to create a sprite, how to make him move realistically with friction, how to create a stream of bullets from said sprite and how to create enemies that disappear once several bullets (four to be exact) hit them.  I try to use coding every time I execute a command since I don't want to rely on drag and drop commands in the future.

Next step? Learn the basics of a platform game.

it starts.

Monday, September 9, 2013

Mystery House

Today marks the beginning of a 100 day journey. In over three months, I will teach myself how to make a video game.

Before we had internet in our house, we had games. At five, you could find me and my two older sisters seated in my dad's oversized leather chair in his home office, typing commands into King's Quest 3. We'd fall mercilessly off the cliff every time we tried to return to the wizard's house, but it never stopped any of us from restarting the game over and over again.

At every stage of my life, there were video games. But aside from being a long-time game player, I have no experience in game development. I want to change that. Games are a fascinating medium - their inherent interaction can teach us so much about ourselves and how we interpret the world around us - and I want to understand how they work.

This past winter, I considered going back to school for design and went through the rigorous experience of applications. I studied and took the GRE, researched dozens of schools, wrote a handful of papers, and sent out cover letters and resumes.

And last spring, I was admitted into the school I wanted to attend most - NYU's Game Center. When I examined my financial aid package and realized the hard truth - that I couldn't afford the student loan debt - I vowed to learn game design any way possible, even if that meant teaching myself from home. It was something I should have done years ago. I realized that if design was truly important to me, I couldn't waste any more time.

So, here I am.

For the next 100 days, I will learn GameMaker for Mac, a computer game creation system that is ideal for beginners looking to build games with 2D graphics (me). I understand that GameMaker is only one engine and a fairly simple one at that, but I have to start somewhere. I'll record my progress daily. At the end of the project, the videos will be compiled and shared online here.

In addition to using GameMaker every day and recording my progress, I am also..

Following this series of GameMaker tutorials on YouTube. This is the most comprehensive series I've found so far.
Taking a writing class through a local community center. A game's ability to tell an engaging story is the top reason I love games, so learning to write effectively is important to me.
Following Karen Cheng's guide to teach yourself design. Right now I am in the middle of You Can Draw in 30 Days, and I am starting to read Picture This and Made to Stick.
Studying color theory using Color: A workshop for artists and designers.
Playing games. Of all shapes and sizes, genres and platforms - iOS, DOS, Playstation 3, adventure, puzzle, RPG, shooter. Currently playing Gone HomeShadow of the Colossus, Skyrim (I don't think I'll ever not be playing Skyrim).
Researching games. I want to get my hands on several books such as Characteristics of Games, Imaginary Games, The Art of Failure.. among others. I'm also listening to podcasts and watching Let's Plays via YouTube. My favorite podcasts include Moving Pixels and Idle Thumbs, and some of the best game commentary can be found at Super Bunnyhop. Check out my reading list to the right.
Writing about games. My intention with this blog is to write weekly with updates on my progress. I am most successful at accomplishing a goal when there is someone or something that holds me accountable, so consider Daedalus Review my accountability blog.

My end goal in all of this? I will make a playable 2D experience via GameMaker by mid December. I will know how games work and develop a solid foundation of skills, including some basic code. Now that Unity is gaining new 2D tools when their 4.3 update releases this fall, I'd like to move to Unity once I have a firm grasp of GameMaker.

Thoughts, comments, or suggestions are appreciated - feel free to share them below. Alright, let's start this thing.

an introduction

Sunday, September 8, 2013

metropolitan museum of art

My name is Lauren Winter and this is the Daedalus Review, a place where I share thoughts, news, and reviews of the games and technology I love.

You can also find me here.

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