Thursday, March 15, 2012

Monster Flip!

Occasionally a game comes along which makes me think I WISH I’D THOUGHT OF THAT! Launching Pad Games, makers of Mighty Fin!, have created just such a game. 

It’s a match 3 game, so it has the same instant appeal of any match 3 game, that compulsion that lives in the lizard brain and dates back to the dawn of time when our ancient ancestors first lined things up in matching rows – I wish I knew what it means.

Click the image...

But this game isn’t like other match 3 games, it’s got something really special – instead of flipping just two things each time, you can flip whole rows (or columns) of things. In fact you can’t actually flip as few as just two things; you have to flip a minimum of three things. 

To do this, all you have to do is slap your finger down on the screen and drag it through a line of three or more things and then they flip over, switching order. That’s the bit that I wish was my idea, it’s such a great way of taking the match 3 concept and making the most of it with a touch interface – swapping two things, like normal match 3 games, is a mouse clicking and moving exercise, placing your finger on the screen and dragging a selection over several objects, that’s a touch interaction. 

Oh, and the things are monsters who want to escape earth, you can flip without having to make a match and angry monster must be sent home within a limited number of flips, otherwise it’s game over. 

Brilliant; get it now.

Friday, March 2, 2012

Ludography -->

Hey, look over there to the right, there's a page called Ludography where you can  read about some of the games I've made and my experiences making them.

Thursday, February 2, 2012

Nike+ FuelBand

I spend a lot of time working on things which I really can’t talk about. However, it’s not unreasonable for me to say that I’ve been doing a lot of research around the fusion of exercise and gaming. One of the latest gizmos into the arena of effort tracking is the Nike+ FuelBand, which you wear on your wrist and measures pretty much all the movement you do. I want one and might just have to get one when it’s launched on the 22nd of this month. Click on the image to go to the official Nike site to learn more.

I am not the only person on the internet who's wondering if this thing tells the time...


Wednesday, December 7, 2011

Games To Play

When you've had your money's worth out of my Christmas Tripeaks game you might fancy playing a game with your family and friends, in the classic Christmas style. 

Over on my personal blog I implore you not to go for the usual Monopoly default and play something more interesting instead!

Sunday, November 27, 2011

Pesky Games

Video games are, naturally, at it again. At what? Destroying society, that's what. The latest offering to be targeted by those that seek publicity by launching a crusade against the popular (am I being cynical? Perhaps I just don't notice the campaigns against less high profile targets) is Skyrim. 

Apparently, the psychological and spiritual damage that this game metes out is more than any other game ever before. I can only assume that what these critics actually mean is "this game will take up a lot of time" although it's not going to be as much as World Of Warcraft.

This case if put forth in a petition, which you can read (I'm assuming you won't be signing it) here.

Everyone has a right to their opinion. 

And I have a right to laugh at it.

Sunday, November 20, 2011

DIY Usability

Once upon a time I designed software without using any usability testing. Those were crazy days, full of arguments between team members, which went a lot like this:

Someone: I think it should be like this.
Someone Else: No, I think it should be like this.
Repeat for evvvvvvvvvvvver...

And so, time was wasted.

Then I found myself working at a company that had a usability lab, which I embraced like a bear greeting a picnic basket carrying long lost friend. 

Of course, not every company thinks it can afford a usability lab. So it's up to you, yes you, whoever you are dear reader, to step up to the oche (I've never played baseball, so "plate" has no personal meaning for me, however I have played quite a lot of darts). And I've just read a book that tells you how: Rocket Surgery Made Easy by Steve Krug.

Steve Krug is the Thomas Harris of factual books, i.e. it takes him a long time to release a new book. His books are 100% wisdom, and 0% waffle. If you're not familiar with his work, you should be.

Sunday, October 16, 2011

A Game About Game Literacy

This morning I have mostly been playing a brilliant little game called A Game About Game Literacy. It's a... I reckon you can figure it out. And you too can play it here.

Please play this game, it's superb...

Literacy of the audience, in any medium, is a problem for those that create in the medium: You can't sell a novel to someone who can't read. To pick up and play a video game you need to know how to read it and how to write to it, i.e. how to understand what's going on and then use the controller to respond to it.

All good games have some level of tutorial that helps the player to learn the controls. Which is just as well, because learning and remembering a control scheme is a difficult experience for most new video game players. Regular players (and I include game developers in this) rarely understand this problem, because games of the same genre often have similar controls. 

A good example of this are 3rd person games, like Uncharted and God Of War. In these games the character is moved with the left stick, the camera can be swung around with the right stick and the character controls are always relative to the camera. This last point is important, because the camera in these games is always dynamic, often moving around to frame the action. If the player wants to run in a straight line then they have to compensate for the camera as it moves. Equally, the player can just push in one direction on the left stick and manually move the camera with the right stick, changing the direction the character is running in that way. It takes some getting used to. Then, on top of this there are all the buttons, like jump, punch and shoot.

Generally, games pile on the control options quickly. That all adds up to a lot of learning, which (again), is tough on a player who's new to the genre. Bear in mind that your average human can only really learn about three things per hour! So, the more game literate the audience, the easier it is to make games for them.

And that's why most games are made for quite a small percentage of the population, the game literate. For the most part the most expensive games are made for a slice of the population that's probably no bigger than 20 million people.

I think the AAA console game makers need to address this and they need become as ambitious as the social and casual games makers.