Monday, August 30, 2010

Post Mortem: Legacy of Wisdom




! Spoiler Alert !
(If you haven't played Legacy of Wisdom, the following article might potentially give away some aspects of the metaphors involved in the game. Please use the link above to go to the Legacy of Wisdom main page.)

Legacy of Wisdom was designed with 3 Design Goals:-
  • a Zero Button Game
  • a Metaphorical Game
  • experimenting with the concept of "Player Death" in games.

For the latter 2 goals, ideas in which these goals could be expressed and achieved were being nursed in my head a few months before the announcement of the Experimental Gameplay Project's August "Zero-Button" theme.

Once I got wind of the "Zero-Button" theme, it didn't take too long for me to realise that the theme was a good fit for me to create a game that would explore all 3 ideas. In fact, in hindsight, I would say that due to the nature of the theme, it immediately stripped away all other forms of interaction aside from Mouse Movement (for my game), and allowed me to focus on realising the other 2 concepts.

For the Metaphorical Game Design Goal, it is something that I have been very interested in for quite a while now, if my previous work, Avalon Legend is any indication. Initially piqued by Singapore-MIT Gambit Game Lab's Akrasia (in which the team was developing the game in the room behind my team's, back in the summer of 2008), and seeing the powerful execution of metaphor in games like Jonathan Blow's Braid, and thatgamecompany's Flower; I think that there is still alot of room for exploration on the use and portrayal of Metaphors in games, or Metaphorical Games in general.

Thus, picking up the reins of where I left off in Avalon Legend, I decided to take another stab at infusing Metaphors into Legacy of Wisdom, this time dealing with the themes of "Leaving a Legacy" and "Attaining Wisdom". But this time around, I was careful to avoid the mistakes I made in Avalon Legend, particularly on the transparency of the metaphor.

The primary complaint about Avalon Legend's metaphor was that it was a bit too obtuse, and most people didn't get it, even though there was a multi-layered metaphor about "Loneliness" there, crossed with references from Arthurian legend, that I had very complexly put together in the deeper recesses of my creative mind, but a lot of this went by the players totally unnoticed.

Thus, this time around, I was very aware of at least letting the metaphors rear their heads, and leave the players to figure the rest of it for themselves, and how it is reflected in gameplay. Based on initial playtest results, I think most of the testers have gotten it so far, albeit some with a bit of explanation.

Finally, for the concept of "Player Death", I wanted to experiment with the concept in which the death is not necessarily the end in a video game, or an absolute penalty for that matter. Perhaps a little inspired from the Rogue-like genre and more recently, Demon's Souls; I decided to experiment with taking "Player Death" the opposite direction, to some extent making death a stepping stone, power-up or even a reward to some extent, that would benefit a player on his / her next playthrough.

Quite interestingly, the metaphorical theme was able to complement this concept quite well, when it came to the theme of "Legacy", and with enough famous quotes about Knowledge, Wisdom, Legacy and Future generations to justify this.

Initial playtests have shown that players were able to figure using "death" as a potential "mechanic", and have definitely shown some interesting player strategies revolving around "Player Death". The bigger question behind it all now lies very much in whether the balance can be sustained over prolonged play, and whether there is a be-all-end-all strategy to get the high scores.

  

Wednesday, May 26, 2010

Avalon Legend Official Website

In hope of promoting the game further, I just finished up an official website for Avalon Legend with a clearly emphasis on the game and greater explanation of the metaphorical meaning.

Feel free to take a look at it.

http://avalonlegend.blogspot.com/

Monday, April 5, 2010

Avalon Legend

MDA-Microsoft XNA Initiative: Team EXYLE : Shooter : Xbox Live Indie Games
12th Annual Independent Games Festival Main Competition Entry: Dream.Build.Play.2009 Entry
Website: http://avalonlegend.blogspot.com/










Reviews

"The trial version of the game is well worth playing, if you like the trial you will definitely enjoy the full game."

"The game is presented well, the tutorials are very helpful and a journal and gallery is included which is unlocked via an award type system such as defeating a number of enemies, gaining scores and using knights."

"Graphically the game is good, the sprites are drawn well and the game copes with a large number of enemies on screen."

- www.gammergeddon.com 
(Read the full Avalon Legend review from Gammergeddon.com here.)


"I thought the graphics were simple but effective, and the overall gameplay was fun - I do think the topdown perspective is a good one that more people should use for games. At its heart it's a frantic Geom Wars-style shooter..." - IGF 2010 Judge

"... I did appreciate the frantic pace of the play, and attempts at variation through the different systems..." - IGF 2010 Judge




Synopsis

“Combine and Control two characters simultaneously in a post-apocalyptic abstraction of the King Arthur Legend with a haunting metaphorical overtone.”

Avalon Legend is a metaphorical game that explores the theme of "Loneliness" through the gameplay mechanics, aesthetics, and narrative of the game.

Players take control of Arthur the Exiled in a unique "Single-Player Co-op Experience" where players control 2 characters simultaneously in a fast-paced, top-down "shooter", battle 9 different demons, and unlock secrets to discover the meaning behind Avalon Legend.

Players will be probed to ponder upon the deeper meaning behind the elements in the game and its representations, as every game element is carefully crafted with reference to the central metaphorical overtone.

Aimed to marry white-knuckled, fast-paced gameplay, with a deeper artistic, metaphorical meaning, Avalon Legend aims to appeal to players both viscerally and intellectually.





Key Features

Innovative Control Scheme:
Avalon Legend is built upon a refreshing and unique control scheme that allows players to control up to 2 characters simultaneously, each one assigned to “one-half” of the controller in a “single-player co-op game.”

Unique Game Mechanics:
Learn to take control of 2 characters simultaneously over two different modes - Attack Mode and Defence Mode – to cooperatively vanquish enemies in action-packed combat.

5 Playable Characters:
As Arthur the Exiled in a post-apocalyptic world, harness the powers of 4 different robotic companions, across 2 different modes for a combination of 8 different play-styles towards striving for the highest score.

• 9 Different Enemies:
Go up against 9 different types of deadly enemies, each with unique behaviour and weaknesses, based upon their metaphorical representations.

• Deep Metaphorical Overtone:
Set with a metaphorical overtone, players will be probed to ponder upon the deeper meaning behind the elements in the game, as both the main character and the player alike embark on their journey toward discovering the meaning of “Avalon”.

• 2 Different Game Modes:
Avalon Legend boasts 2 different Game Modes, in addition to an in-game tutorial, that allow players of different skill levels to pick-up-and-play Avalon Legend, and make it accessible to hardcore and mainstream gamers alike.

• Replayability and Depth:
Strive for the highest score and learn to master the 8 different play-styles as well as utilizing the special abilities of each knight to fully take advantage of the deeper mechanics in the game, such as the “Enemy Weakness System” or the “Health Restoration System.”

• Enchanting Artwork:
Be enthralled by the Stylized 3D Characters locked into an overhead 2D perspective with snazzy effects for that additional dazzle, giving life to the haunting and vacant landscape of post-apocalyptic Camelot.

• Rewards System:
Featuring over 40 rewards unlocked by fulfilling special gameplay conditions. Discover the secret behind the meaning of Avalon Legend through the “Journals” or take the time to view and enjoy the conceptualizations of the different elements in Avalon Legend and find clues towards their metaphorical meanings in the “Gallery”.




Videos


Avalon Legend Official Trailer



Avalon Legend DreamBuildPlay 2009 Trailer






Screenshots








Concept Art






3D Art Assets




3D-Models Preview





Game Story







Websites

Avalon Legend Official Website
Avalon Legend - Xbox Live Marketplace
Avalon Legend Review - Gamergeddon.com
Avalon Legend Review - XBLIGR
Avalon Legend Review - XBLA and XBLIG Ratings

Fire(f)Lies

Global Game Jam 2010 : Indie / Gamemaker : PC







Synopsis

“Do not bite at the bait of pleasure, till you know there is no hook beneath it.”- Thomas Jefferson -

From concept to completion in a span of 48 hours at the Global Game Jam (GGJ) 2010, Fire(f)Lies is an audio-visual gameplay experience where players must depend on precision, observation and memory to decipher between two different species of Fireflies.

Centred around the jam's theme of "Deception", Fire(f)Lies is presented in an explorotary manner that encourages players to explore the game's mechanics and artistic meaning.

Fire(f)Lies also managed to fulfill the "Take Five Game" and "Lo-Text Game" achievements.



Video




Screenshots










Thursday, September 24, 2009

30 Seconds of Fame

Lighting strikes at the same place twice.

Don't think I am eligible to win a subscription for my next lifetime, though.

http://www.gamasutra.com/php-bin/news_index.php?story=25059


And, make that trice. Funny how the same post gets featured for 2 weeks straight...

http://www.gamasutra.com/php-bin/news_index.php?story=25060

Tuesday, September 15, 2009

15 Seconds of Fame

It may not be the lottery, but winning something sure feels good - not to mention the validation that comes along with it.


Featured in Gamasutra: http://www.gamasutra.com/php-bin/news_index.php?story=25058

Wednesday, July 22, 2009

Take-Out: Castle Crashers

I completed Castle Crashers (XBLA) over the weekend with my girlfriend. What's interesting is that when I played the demo with my brother earlier this year, I wasn't entire sold on it, and didn't think it justified a purchase.

But after hearing that it was the No.1 selling Xbox Live Arcade (XBLA) game, I just had to check it out, and try to find out exactly what the hell makes it so popular.



And so I mashed, and tapped, and madly rotated my stick occasionally, before finally laying the smackdown on that wizard guy. But more important that kissing the Princesses, is that I managed to take-away some Food-for-Thought from my weekend experience.

What I took away was this: that the success of the game had very much to do with the game meeting the expectations for the type of game distributed on a platform such as XBLA, or perhaps, even across almost the entire Digital Download scene.

The Top 5 reasons that I think made Castle Crashers strike a resonating chord on XBLA are:-

1) Casual-ness

Above all, Castle Crashers is a casual game, something that is so easy to pick-up-and-play, in long or short bursts; and perhaps this says a bit of the profile of the target audience of XBLA - to provide slightly more casual affairs in conjunction to the hardcore-boxset experience.

2)Accessibility

The game is extremely accessible - no hardcore combo memorization or the like. Button-mashing can get you pretty far. Basically, this means that almost anybody can just pick it up and play, and still have a decent amount of fun with it.

3) Multiplayer Mayhem

Perhaps the biggest sell-through factor for the game, the frantic (and perhaps nostalgic) experience of working together and occasionally against other players, in a tried-and-tested genre that almost anyone can appreciate.

Put this together with Point #2, and you have an ideal party game that non-gaming friends or girlfriends can partake in. For the more hardcore gamers, Castle Crashers would probably be a game to occupy their hands and the occasionally silence while they chat and catch up on their lives or other unimportant stuff.

4) Quirkiness / Personality

Even though the game has ARPG elements like Guardian Heroes (SS), the gameplay hardly carries the same amount of depth. But what Castle Crashers lacks in depth, it more than makes up for it in Personality.

From it's distinctive "Flash-game" graphics to it's humour-laden levels and bosses, almost every minute of Castle Crashers oozes personality, regardless of the gameplay. It's definitely not hard not to at least chuckle at some of the crazy things that happen in the game, like the profusely-shitting animals, for example.

5) Replayability

With multiple characters to unlock, different animal orbs to find and weapons to experiment with, Castle Crashers is a game that is choked-full of excuses in revisiting. True, the levels and bosses are always the same with each playthrough, but it's multiplayer alone already gives the game it's own 2 legs in terms of replayability.

For everything else, they just tend to serve as icing on the cake; any additional incentives provided, no matter how minute, gives the seasoned-player an additional reason to sit through the game "just one more time" with a new group of friends - and perhaps even spur people to convince more of their friends to get the game to join in the fun, amounting to it's current success.


All in all, I think that the underlying point is that people expect very different things coming out of a full-priced boxset game and a smaller, indie-developed, digitally-distributed game like Castle Crashers. It has come to a point that the market has enough space for both type of games, and perhaps now, more so than ever, it is important to profile and pander towards that different set of expectations.