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	<title>Grand Theft Bicycle</title>
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		<title>Laws of The Universe (for Game Designers) &#8211; Part #2: The 80-20 Rule</title>
		<link>http://www.grandtheftbicycle.net/?p=203</link>
		<comments>http://www.grandtheftbicycle.net/?p=203#comments</comments>
		<pubDate>Mon, 10 Aug 2009 13:53:53 +0000</pubDate>
		<dc:creator>Thomas</dc:creator>
				<category><![CDATA[The Laws of The Universe (for Game Designers)]]></category>
		<category><![CDATA[efficiency]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Pareto Principle]]></category>
		<category><![CDATA[power law]]></category>
		<category><![CDATA[The 80-20 Rule]]></category>

		<guid isPermaLink="false">http://www.grandtheftbicycle.net/?p=203</guid>
		<description><![CDATA[
If there&#8217;s one thing you don&#8217;t want to mess with, it&#8217;s The Laws of the Universe. Going against Mother Nature (or Father Math) can &#8211; and will &#8211; end you in serious trouble. For your convenience The Laws of The Universe (for Game Designers) investigates the universal and inescapable laws of The Cosmos, and what [...]]]></description>
			<content:encoded><![CDATA[<div id="topic_mid">
<p><img style="padding:4px;" src="wp-content/themes/pennyfarthing/images/icon_topic_laws.gif" alt="" align="left" />If there&#8217;s one thing you don&#8217;t want to mess with, it&#8217;s The Laws of the Universe. Going against Mother Nature (or Father Math) can &#8211; and will &#8211; end you in serious trouble. For your convenience <a href="/?cat=30">The Laws of The Universe (for Game Designers)</a> investigates the universal and inescapable laws of The Cosmos, and what they mean for us lowly Game Developers. Endorsed by 8 out of 10 Hermits.</div>
<h2>#2 &#8211; The 80-20 Rule (aka &#8220;The Pareto Principle&#8221;)</h2>
<p>The <a href="http://en.wikipedia.org/wiki/Pareto_principle">Pareto Principle</a> states that:</p>
<blockquote><p>&#8220;[...] for many events, roughly 80% of the effects come from 20% of the causes&#8221;.</p></blockquote>
<div id="attachment_330" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-330" title="paretochart1" src="http://www.grandtheftbicycle.net/wp-content/uploads/paretochart1-300x221.jpg" alt="20% of the effort accounts for 80% of the results. Or so I would have you believe." width="300" height="221" /><p class="wp-caption-text">20% of the effort accounts for 80% of the results. Or so I would have you believe.</p></div>
<p>Let&#8217;s look at some  commonly used examples of this principle:</p>
<ul>
<li> 80% of the wealth in a country is owned by the 20% richest people.</li>
<li>80% of the crashes are mady by 20% of the bugs in your software.</li>
<li>80% of the population lives in the 20% most densely populated areas.</li>
</ul>
<p>The 80-20 division may not be <em><strong>completely </strong></em>accurate for most situations &#8211; in some cases not at all &#8211; but at least it can serve as a rough guide for typical distributions, and remind us that most things in life is not even!</p>
<p>Basically, the principle claims that a few, select things are <em><strong>VITAL </strong></em>(having a big effect) and a lot of things are <em><strong>TRIVIAL </strong></em>(having less influence).</p>
<p><span id="more-203"></span></p>
<h2>What this means for game developers</h2>
<p>At the fear of overextending this lovely principle, I&#8217;d say that it&#8217;s very relevant for game developers, at least as a way of prioritizing and thinking about what you&#8217;re working on. No matter how much content and polish you put into your game, chances are that players will spend around 80% of the time looking at 20% of it!</p>
<div id="attachment_333" class="wp-caption alignright" style="width: 260px"><a rel="lightbox" href="http://www.grandtheftbicycle.net/wp-content/uploads/tomb_raider.jpg"><img class="size-medium wp-image-333 " title="tomb_raider" src="http://www.grandtheftbicycle.net/wp-content/uploads/tomb_raider-250x300.jpg" alt="Can you guess which 20% of the image gets looked at 80% of the time?" width="250" height="300" /></a><p class="wp-caption-text">Can you guess which 20% of the image gets looked at 80% of the time?</p></div>
<p>But <em><strong>WHICH </strong></em>20% will they be looking at? That&#8217;s the question you need to think long and hard about.</p>
<p>Obviously many players will cover up towards <strong>100%</strong> of the areas in a game, i.e. traverse all the levels, and kill all the enemies. However, they will most likely spend 80% of their time in some specific parts of your game, select areas &#8211; scattered throughout the game &#8211; that make up only 20%. In multiplayer games, most of the action is usually centered around small parts of the maps. These are the kill-zones or chokepoints that developers need to be aware of.</p>
<p>Hopefully the few chunks where players spend most of their time will be nicely done &#8220;key locations&#8221;, that your team really took time to polish and make cool! Right?</p>
<h2>Thinking 80-20</h2>
<p>By mentally applying the 80-20 Rule to your work, you can force yourself to think about  which parts of your content/features/assets comprise &#8220;<em><strong>your key 20%</strong></em>&#8220;. The stuff that will make up the larger amount of the player&#8217;s experience. This is not just to be found in level design. It might as well be within the core features (like combat, stealth or climbing) that the player uses all the time, or commonly used sound bits, animation, particle effects or GUI elements.</p>
<p>I personally have a hang-up with games where the basic &#8220;running animation&#8221; isn&#8217;t well done. C&#8217;mon, developers! I&#8217;m looking at that animation <em><strong>constantly</strong></em>, so please make it look good &#8211; or at least not so ugly that it catches my eye all the time.</p>
<p>Likewise, it might be the constantly used &#8220;explosion&#8221; and &#8220;gunfire&#8221; sounds you need to be aware of. Maybe you should put down that  nice, moody soundbite, for a creaky elevator, that you&#8217;ve spend 3 days polishing to perfection. If it&#8217;s only found in <em><strong>one </strong></em>location of the entire game, it may not be worth the effort, and your time is better spent improving something that the player hears/sees constantly.</p>
<p>What I&#8217;m saying is: Make sure the content and core features that the players encounters most of the time  are <em><strong>rock solid</strong></em>. That&#8217;s what we developers can learn from The Pareto Principle.</p>
<h2>&#8220;Personal efficiency&#8221; and the 80-20 Rule</h2>
<p>On a &#8220;personal efficiency&#8221; level, many people admit that they&#8217;re only fully efficient 20% or so of their workday. Those slackers!</p>
<p>Some feel very bad, about this. After a few bouts of double-distilled, crystal clear efficiency they can&#8217;t seem to get back on track, and might end up spending way too much time goofing off, surfing the web, writing blog-posts (like this one)&#8230;</p>
<div id="attachment_334" class="wp-caption alignright" style="width: 310px"><a rel="lightbox" href="http://www.grandtheftbicycle.net/wp-content/uploads/gtd-wallpaper.jpg"><img class="size-medium wp-image-334 " title="gtd-wallpaper" src="http://www.grandtheftbicycle.net/wp-content/uploads/gtd-wallpaper-300x187.jpg" alt="Don't knock yourself if you're only really 100% efficient 20% of the day" width="300" height="187" /></a><p class="wp-caption-text">Don&#39;t knock yourself if you&#39;re only really 100% efficient 20% of the day</p></div>
<p>My advice to you is: Don&#8217;t feel bad, it&#8217;s perfectly normal!</p>
<p>You probalby get 80% of your work done in those 20% of the day where you are most focused. Getting into the fabled &#8220;<a href="http://zenhabits.net/2008/06/guide-to-achieving-flow-and-happiness-in-your-work/">flow mode</a>&#8221; can be hard, but once you&#8217;re there you often crank out top quality work. Of course, if you can find some way to stay focussed through a larger part of your workday, by all means do.</p>
<p>My personal experience is that I&#8217;m usually (mildly) efficient around 50-60% of the workday, but within those 60% there are &#8220;sprints&#8221; where I become much more efficient for about 45-60 minutes or so. Those peaks only happen once or twice each day, no matter how much I beat myself up about it.</p>
<p>Your results may vary!</p>
<p>Lastly, I&#8217;d like to quote <a href="http://betterexplained.com/articles/understanding-the-pareto-principle-the-8020-rule/">this BetterExplained.com post</a> on the same topic:</p>
<blockquote><p>&#8230; don’t think the Pareto Principle means only do 80% of the work needed. It may be true that 80% of a bridge is built in the first 20% of the time, but you still need the rest of the bridge in order for it to work.</p></blockquote>
<p>Thanks for reading, and don&#8217;t be afraid to spend 80% of your day dreaming up comments for this post.</p>
<p>More <a href="http://www.grandtheftbicycle.net/?cat=30"> Laws of The Universe for Game Designers</a>:</p>
<ul>
<li><a href="http://www.grandtheftbicycle.net/?p=184">Part #1 &#8211; Karma</a></li>
</ul>
]]></content:encoded>
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		<title>The Feature Matrix</title>
		<link>http://www.grandtheftbicycle.net/?p=220</link>
		<comments>http://www.grandtheftbicycle.net/?p=220#comments</comments>
		<pubDate>Tue, 04 Aug 2009 15:37:23 +0000</pubDate>
		<dc:creator>Thomas</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[change management]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[feature matrix]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[what-if-scenarios]]></category>

		<guid isPermaLink="false">http://www.grandtheftbicycle.net/?p=220</guid>
		<description><![CDATA[I recently finished working on Mini Ninjas, IO Interactive&#8217;s new game for Xbox360, Ps3, Wii, PC &#38; DS, due for release September 2009. If you haven&#8217;t heard about the game yet, there&#8217;s a ton of previews to be found around the web.
During work on Mini Ninjas I had some experiences in dealing with complex feature [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_229" class="wp-caption alignright" style="width: 310px"><a rel="lightbox" href="http://www.grandtheftbicycle.net/wp-content/uploads/mini_ninjas_sample.jpg"><img class="size-medium wp-image-229 " title="mini_ninjas_sample" src="http://www.grandtheftbicycle.net/wp-content/uploads/mini_ninjas_sample-300x168.jpg" alt="Mini Ninjas" width="300" height="168" /></a><p class="wp-caption-text">Hiro face a bunch of evil samurai warriors in Mini Ninjas</p></div>
<p>I recently finished working on <a href="http://minininjas.com">Mini Ninjas</a>, <a href="http://ioi.dk">IO Interactive</a>&#8217;s new game for Xbox360, Ps3, Wii, PC &amp; DS, due for release September 2009. If you haven&#8217;t heard about the game yet, there&#8217;s a <a href="http://ps3.ign.com/articles/968/968545p1.html">ton</a> <a href="http://www.gamespot.com/pc/adventure/minininjas/news.html?sid=6207516&amp;mode=previews">of</a> <a href="http://www.1up.com/do/previewPage?cId=3173652">previews</a> to be found around the web.</p>
<p>During work on Mini Ninjas I had some experiences in dealing with complex feature interactions, that led me to create a simple tool for designing gameplay features.</p>
<p>It&#8217;s a tool which can be used during pre-production, when you plan out the feature set you want to include in your game.</p>
<p>It can also be used as a &#8220;change management&#8221; tool, when you need to get an idea of the implications of adding, changing or removing a specific feature from a game that&#8217;s already in development.</p>
<p>I call this &#8220;<strong>The Feature Matrix</strong>&#8221; and I&#8217;d like to share some of the ideas behind it.</p>
<p><span id="more-220"></span></p>
<h2><strong>The problem with new features</strong></h2>
<p>As you might gather from reading the previews, Mini Ninjas is a game which contain<em><strong> </strong></em>quite a large number of different features:</p>
<p>Ninjas, their weapons, skills, moves, magic spells (and so on) all need to fit <em><strong>perfectly</strong></em> together with all the enemies, bosses, animals, collectibles and a horde of other game features, in order to create a coherent game experience without too many bugs, exploits and &#8220;weird&#8221; behavior.</p>
<p>The biggest problem with creating a game with many features is not the time it takes to make individual, new features. It&#8217;s how these interact with the rest of the game.</p>
<div id="attachment_311" class="wp-caption alignright" style="width: 310px"><a rel="lightbox" href="http://www.grandtheftbicycle.net/wp-content/uploads/features_complexity.jpg"><img class="size-medium wp-image-311" title="features_complexity" src="http://www.grandtheftbicycle.net/wp-content/uploads/features_complexity-300x213.jpg" alt="features_complexity" width="300" height="213" /></a><p class="wp-caption-text">Complexity rises exponentially as more features are added to a game... *sigh*</p></div>
<p>A game&#8217;s complexity seems to increases in a <em><strong>non-linear </strong></em>fashion when you add new stuff, because features need to interact with <em><strong>other </strong></em>features in order to have any effect on the gameplay. If they can&#8217;t interact or DO anything they aren&#8217;t much good, are they?</p>
<p>Let me exemplify:</p>
<p>Let&#8217;s say we add a <strong>new weapon</strong> to the game, then obviously it needs to be able to hit enemies and have some kind of effect, otherwise it&#8217;s pretty useless.</p>
<p>So the different &#8220;enemies&#8221; features need to be modified to interact with the new weapon. But a lot of other features may also be relevant to update:</p>
<ul>
<li>Does the weapon make enemies react in a certain way (stunned/panic etc.)?</li>
<li>Does it make enemies play special or behavior animations?</li>
<li>Does it release any effects like fire/sparks/lightning?</li>
<li>Does it use ammo, and need to interact with an &#8220;ammo feature&#8221;?</li>
<li>Does it appear in inventory and need icons and properties to fit in there ?</li>
<li>Can it be sold and need price/rarity for a &#8220;shop feature&#8221;?</li>
<li>Can the weapon be stored/found/picked up and need to interact with &#8220;loot feature&#8221;?</li>
<li>Can it be dropped and need physics or to be able to obstruct pathfinder?</li>
</ul>
<p>&#8230; and so on!</p>
<p>Actually you would probably discover that adding a new feature means you have to look into <em><strong>at least </strong></em>half of your existing features and modify <strong><em>something </em></strong>(big or small)<strong><em> </em></strong>in order for it to work smoothly. So adding a new feature is adding a large number of <em><strong>special cases</strong></em>, some of these being such big issues they might even be considered an entirely new features themselves. Cutting out features will also have the same kinds of implications.</p>
<p>As more features are added or changed the complexity skyrockets, and it quickly becomes impossible for most human brains to cope with the implications of adding, changing or removing anything in the game.</p>
<p>No wonder game development schedules slip and games are delayed!</p>
]]></content:encoded>
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		<item>
		<title>Laws of The Universe (for Game Designers) &#8211; Part #1: Karma</title>
		<link>http://www.grandtheftbicycle.net/?p=184</link>
		<comments>http://www.grandtheftbicycle.net/?p=184#comments</comments>
		<pubDate>Mon, 29 Jun 2009 16:27:19 +0000</pubDate>
		<dc:creator>Thomas</dc:creator>
				<category><![CDATA[The Laws of The Universe (for Game Designers)]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[karma]]></category>
		<category><![CDATA[laws]]></category>
		<category><![CDATA[universe]]></category>

		<guid isPermaLink="false">http://www.grandtheftbicycle.net/?p=184</guid>
		<description><![CDATA[
If there&#8217;s one thing you don&#8217;t want to mess with, it&#8217;s The Laws of the Universe. Going against Mother Nature (or Father Math) can and will end you in serious trouble. For your convenience The Laws of The Universe (for Game Designers) investigates the universal and inescapable laws of The Cosmos, and what they mean [...]]]></description>
			<content:encoded><![CDATA[<div id="topic_mid">
<p><img style="padding:4px;" src="wp-content/themes/pennyfarthing/images/icon_topic_laws.gif" alt="" align="left" />If there&#8217;s one thing you don&#8217;t want to mess with, it&#8217;s The Laws of the Universe. Going against Mother Nature (or Father Math) can and will end you in serious trouble. For your convenience <a href="/?cat=30">The Laws of The Universe (for Game Designers)</a> investigates the universal and inescapable laws of The Cosmos, and what they mean for us lowly Game Developers. Endorsed by 8 out of 10 Hermits.</div>
<h2>#1 &#8211; The Karmic Law</h2>
<div id="attachment_201" class="wp-caption alignright" style="width: 299px"><img class="size-medium wp-image-201" title="KarmaCop-311x322" src="http://www.grandtheftbicycle.net/wp-content/uploads/KarmaCop-311x322-289x300.jpg" alt="Instant Karma's gonna git ya!" width="289" height="300" /><p class="wp-caption-text">Instant Karma&#39;s gonna git ya!</p></div>
<p>The Karmic Law is the principle that your deeds shape your future, in a cycle of cause and effect. Act evil, and evil will be done to you. Put in another way: &#8220;What you send out, you get in return&#8221; or &#8220;you reap what you sow&#8221;.</p>
<p>Put THAT in your pipe an smoke it!</p>
<p>Like it or not, you are tied to your Karma, and you can&#8217;t escape it. You can try. But you will fail. And while some may say that &#8220;<a href="http://www.imdb.com/title/tt0460091/taglines">karma&#8217;s a funny thing</a>&#8221; it shouldn&#8217;t be taken lightly!</p>
<p>So what does this seemingly universal law mean for us lowly Game Developers?</p>
<p><span id="more-184"></span></p>
<p><strong>Karma for Game Developers:<br />
</strong></p>
<p>No surprises here &#8211; Simply treat the player like you&#8217;d want to be treated yourself while playing games.</p>
<p>Don&#8217;t be unfair, just to make your game more &#8220;challenging&#8221;. Don&#8217;t make players redo large chunks if they fail. Don&#8217;t add a super nasty enemy, just after the player has completed another hard challenge (unless you give them permission to save first).</p>
<p>The list of evil, karma-wrecking things you can do to the players goes on and on. Here are some more examples:</p>
<ul>
<li>Leaving too few coins for the player to buy ANYTHING in the shops he encounter.</li>
<li>Same as above, but with bullets and enemies!</li>
<li>Asking the player to do new (previously un-attempted) challenges (like logic/math) while under attack or time pressure.</li>
<li>Making pitfalls that the player has no living chance to avoid, forcing him to do trial and error &#8211; with his life at stake.</li>
<li>Giving the player a vital resource that drains away (like oxygen, flashlight batteries, <a href="http://en.wikipedia.org/wiki/Lost_Planet:_Extreme_Condition">themal energy</a>) and forcing him to cross a section where he might not have enough to survice if taking a wrong turn.</li>
</ul>
<p>&#8230;  I&#8217;m sure you hear a teeny, tiny voice inside, when you&#8217;re about to go too far. Listen to that voice! Don&#8217;t soil your Karma!</p>
<p>Most player&#8217;s hate it when you strip away their hard-earned powers and/or humiliate them (what a surprise!). If you still want to put a player in a situation like that, you better have a damn good reason (aka &#8220;payoff&#8221;) for the player, other than your artistic fancies.</p>
<p><em>&#8220;My vision is to really make the player feel downtrodden, because that&#8217;s just how life is&#8221;</em>, shows you&#8217;re already getting what you deserve. You are getting pwnd by Karma. Better start being nice, &#8217;cause next step is <a href="http://en.wikipedia.org/wiki/Naraka_(Buddhism)">Buddhist Hell</a>, and it&#8217;s not a nice place to be (you have to stay as long as it takes to empty a bag of sesame seeds, taking out one every 100 years).</p>
<p>On the other hand, you shouldn&#8217;t lavish the player with gifts, points and unlocks, before they get a chance to prove themselves and <strong>earn</strong> them. Karma should work both ways, and you get no brownie points by spoiling the player. It all needs to come together, in harmony you know &#8211; like Yin &amp; Yan, Dude.</p>
<p>Thanks for reading. Feel free to confess your own bad karma in the comments.</p>
<p>More <a href="/?cat=30"> Laws of The Universe (for Game Designers)</a>:</p>
<ul>
<li><a href="http://www.grandtheftbicycle.net/?p=203">Part #2 &#8211; The 80-20 Rule</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Book review: Emergence in Games (Penny Sweetser)</title>
		<link>http://www.grandtheftbicycle.net/?p=189</link>
		<comments>http://www.grandtheftbicycle.net/?p=189#comments</comments>
		<pubDate>Mon, 29 Jun 2009 11:14:22 +0000</pubDate>
		<dc:creator>Thomas</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[reviews]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[emergence]]></category>
		<category><![CDATA[emergent behavior]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://www.grandtheftbicycle.net/?p=189</guid>
		<description><![CDATA[Reviewed by Thomas Løfgren
Emergence is a highly interesting topic, which is closely intertwined with the future of gameplay and game development. How basic entities interact to form new unpredictable and &#8220;creative&#8221; high-level behaviors is one of the keys to understanding complex systems, like societies or biological systems (from swarms to ant colonies) &#8211; Yes, even [...]]]></description>
			<content:encoded><![CDATA[<p>Reviewed by Thomas Løfgren</p>
<p><img class="alignright size-medium wp-image-194" style="border: 1px solid black;" title="Emergence in Games - cover" src="http://www.grandtheftbicycle.net/wp-content/uploads/emergence_cover-238x300.jpg" alt="Emergence in Games - cover" width="238" height="300" /><a href="http://en.wikipedia.org/wiki/Emergence">Emergence</a> is a highly interesting topic, which is closely intertwined with the future of gameplay and game development. How basic entities interact to form new unpredictable and &#8220;creative&#8221; high-level behaviors is one of the keys to understanding complex systems, like societies or biological systems (from swarms to ant colonies) &#8211; Yes, even how our brains work &#8211; So naturally it has great interest for game developers, who are trying to simulate or create interesting environments, for the player to experience and have fun in.</p>
<p>&#8220;Emergent Behavior&#8221; has been a buzzword in game development for what seems like more than a decade now, and has become even more popular with the huge success of &#8220;sandbox games&#8221;, like the Grand Theft Auto series. But more linear games can also benefit from emergent systems, like <a href="http://www.youtube.com/watch?v=7f33GYOC2as">physics</a> or <a href="http://en.wikipedia.org/wiki/Flocking_(behavior)">flocking</a>. It seems like a topic that every serious game developer should look into, and consider designing for, when building the framework for their games.</p>
<p>With this in mind, I was pretty thrilled to get my hands on a copy of &#8220;<a href="http://www.amazon.com/Emergence-Games-Charles-River-Development/dp/1584505516">Emergence in Games</a>&#8220;. And immediately started tearing through it. Reading the book it quickly became clear that it&#8217;s a lot closer related to a scientific or academic paper, than a creative &#8220;cookbook&#8221;. The book spends a huge amount of the whitespace defining key terms, making bullet point lists, putting things in boxes with labels on, citing sources, and then summing it all up again. Sometimes this makes you ask yourself what the actual content of what you just read was.</p>
<p><span id="more-189"></span></p>
<p>The book is definitely a nice primer in the key terms of emergent behavior. It covers areas like &#8220;active game environments&#8221;, that allow emergence to arise, and zooms all across the spectrum to topics like &#8220;emergent narrative/storytelling&#8221; and &#8220;social emergence&#8221; (like the guilds, communities and economies that arise from MMO games). Most senior game developers will probably already have had a few thoughts on most of these topics, and won&#8217;t be strangers to the key points. Still, the book nicely covers all the bases and sums up what is known about emergence, from a game designers perspective.</p>
<p>That being said, it often feels like the actual content that all the &#8220;defining&#8221; relates to is almost wedged in, and you&#8217;ve read an entire chapter just to get three very simple (and obvious) terms defined in &#8220;academic grown-up language&#8221;, then those terms were extrapolated, and then summed up again. Some chapters feel like they put very little meat on the plate, for anyone except the completely uninitiated.</p>
<p>Halfway through the book I was still waiting for it to &#8220;get in gear&#8221; and deliver some fresh and creative insights into emergence. The book goes on to present a suggested framework for emergent behavior. The system is (understandably) very simple, since it serves as a basic example, but it seems like it could have been explained on a single page, instead of taking up a whole chapter with detailed examples and pseudo-code. I was thinking &#8220;yes, I get it &#8211; the cells can interact with each other according to simple rules &#8211; now get on it it&#8221;, but it never shows anything other than very basic fundamental interactions.</p>
<p>The rest of the book keeps on defining the entities that go into various emergent systems, and you realize that its core mission isn&#8217;t to be creative, but rather to establish a &#8220;language&#8221; with which to discuss emergence. While that&#8217;s an honest mission, it also serves to make it much less interesting as a tool for creative development, and more like a basic dictionary of terms. It seems a bit of a shame that it spends hundreds of pages teaching a &#8220;language&#8221;, but then doesn&#8217;t venture into the area of creating creative &#8220;sentences&#8221; with it.</p>
<p>For a creative, non-academic like me, it can at times be a very dry read, and it doesn&#8217;t help that there are very few examples from real-world games, to show you what all the big words relate to. This kind of stacking definitions on top of each other might be very appropriate for an analysis of a topic, but it wasn&#8217;t what I was looking for.</p>
<p>If emergence is a brand new topic for you, and you want a wide-spanning introduction to the fundamentals of emergence, as seen from a game deveoplers perspective, you should give it a shot. If you are looking for a creative cook-book with inspiration for emergent game design, this most likely isn&#8217;t the book for you.</p>
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		<title>Bug or Feature: Three Strikes, And You&#8217;re Out &#8211; The problem with &#8220;Lives&#8221;</title>
		<link>http://www.grandtheftbicycle.net/?p=110</link>
		<comments>http://www.grandtheftbicycle.net/?p=110#comments</comments>
		<pubDate>Wed, 03 Jun 2009 09:05:14 +0000</pubDate>
		<dc:creator>Thomas</dc:creator>
				<category><![CDATA[Bug or Feature?]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[lives]]></category>
		<category><![CDATA[mario]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[save]]></category>

		<guid isPermaLink="false">http://www.grandtheftbicycle.net/?p=110</guid>
		<description><![CDATA[Is it a Bug or a Feature? A question asked more frequently than you might imagine. This section looks at some challenges and pitfalls in game design. A game can be more than the sum of its parts or just as bad as its worst hiccup. Warning: Bug Or Feature contains strictly personal opinions. Your [...]]]></description>
			<content:encoded><![CDATA[<p>Is it a <a href="http://www.grandtheftbicycle.net/?cat=21">Bug or a Feature</a>? A question asked more frequently than you might imagine. This section looks at some challenges and pitfalls in game design. A game can be more than the sum of its parts <em>or</em> just as bad as its worst hiccup. <em>Warning: Bug Or Feature contains strictly personal opinions. Your mileage may vary. </em></p>
<div id="attachment_160" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-160" title="Bug or Feature?" src="http://www.grandtheftbicycle.net/wp-content/uploads/0edfa47520b74968855f836ba3b54fff-300x246.jpg" alt="It's a feature - not a bug!" width="300" height="246" /><p class="wp-caption-text">It&#39;s a feature - not a bug!</p></div>
<p>Welcome to the first edition of &#8220;Bug or Feature?&#8221;. Cue the fireworks and big-ass, flaming logo.</p>
<p>Alright, there. Let&#8217;s settle down. This is serious business. An evil walks among us. An insidious ne&#8217;erdowell, a gameplay &#8220;feature&#8221;, known only as &#8220;Three Strikes and You&#8217;re out&#8221;.</p>
<p>Shhh.. I see one prowling over there.. Let&#8217;s hide and observe.</p>
<p><span id="more-110"></span></p>
<p><strong>New Super Mario Bros</strong></p>
<p>Shhh&#8230; Look at him&#8230; Do you see the mustache? Do you see the bug? No? Any features then? No, please don&#8217;t get mad&#8230; Yes, yes, yes&#8230; I know. <a href="http://en.wikipedia.org/wiki/Mario_series">Mario</a> is a hallmark of video game history. How <em><strong>dare </strong></em>I question my betters???</p>
<p>Well, maybe because they&#8217;re stuck in design choices from the 80&#8242;ies!</p>
<p>Nintendo&#8217;s excellent track record in regards to innovation only makes things worse, since &#8220;The Big N&#8221; has countless of worshipers, all spewing out cheap clones of their games, containing the exact same shortcomings, in feeble attempts to get a piece of the dear plumbers action.</p>
<p>Now that I&#8217;m all worked up, we can get down to the point. Let&#8217;s have a quick look at the way the players progress in <a href="http://mario.nintendo.com/">New Super Mario Bros</a>:</p>
<div id="attachment_138" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-138" title="New Super Mario Bros." src="http://www.grandtheftbicycle.net/wp-content/uploads/10957-300x268.jpg" alt="Warning: Contains cruelty to turtles" width="300" height="268" /><p class="wp-caption-text">Warning: Contains cruelty to turtles</p></div>
<p>In this, as in most other Mario games, you start your game with <strong>3 lives</strong>.</p>
<p>In order to rescue dear Princess Peach you have to get through (clear) several &#8220;Worlds&#8221;, each consisting of a series of &#8220;Challenge Areas&#8221; (a single or scrolling screen area, containing many obstacles, platforms, enemies etc.).</p>
<p>If you die it costs you one of you lives, and the game resets you to the start of whatever &#8220;Challenge Area&#8221; you are currently struggling to overcome.</p>
<p>Great. No Biggie. Just try again! If it was only that simple&#8230;</p>
<p><strong>When The Third Time Isn&#8217;t the Charm</strong></p>
<p>See, when you die the <strong><em>third</em> </strong>time, and lose your last life, you don&#8217;t get to restart the current challenge. Instead, the game catapults you further &#8211; way back &#8211; to the start of the World. In New Super Mario Bros. this can represent more than 15 minutes of gameplay. Actually, the further you&#8217;ve gotten towards the end of the World, the more ground you lose.</p>
<div id="attachment_149" class="wp-caption alignright" style="width: 310px"><a rel="lightbox" href="http://www.grandtheftbicycle.net/wp-content/uploads/mariodeath.jpg"><img class="size-medium wp-image-149" title="New Super Mario Bros. - Game progress and death" src="http://www.grandtheftbicycle.net/wp-content/uploads/mariodeath-300x226.jpg" alt="Click for bigger image" width="300" height="226" /></a><p class="wp-caption-text">Click for bigger image</p></div>
<p>This is what I call, a clear cut case of <strong>&#8220;Three Strikes and You&#8217;re Out!&#8221;</strong></p>
<p>So, what&#8217;s wrong with this. Adjust your binoculars and let&#8217;s zoom in.</p>
<p>First, let me clearly state; there&#8217;s <strong>nothing </strong>wrong with killing your players. It&#8217;s completely okay to &#8220;punish&#8221; players, by making them re-do challenges, when they fail. It&#8217;s accepted by all players, that they will &#8220;lose some ground&#8221; or have to redo a challenge if they fail it. That&#8217;s an integral part of a <em><strong>game </strong></em>being a <em><strong>game</strong></em> &#8211; Failure <em>is</em> an option.</p>
<p>So nothing wrong with that&#8230;</p>
<p>But ask yourself, what does the game designer accomplish by suddenly upping the ante, and punishing the player <em><strong>much more</strong></em> than previously, after a (seemingly arbitrary) number of failures?</p>
<p>Why would you <strong>ever </strong>want to throw the player further back, than you have just recently done? You make it painfully obvious that she has to cover a lot of the same ground again (and again, and again), just to get back to where she would have otherwise restarted, and <em><strong>then </strong></em>progress to the area where she died (ages ago).</p>
<p>Why not always restart players at the same distance to the current challenge?</p>
<p>It definitely is open to discussion exactly <strong>how far</strong> back you should push a player, when they die, and how much time and effort they should have to spend to cover the lost ground. But the decision to -<em> only some times</em> &#8211; push the player even further back than normal, why is that even <em>considered </em>to be an option?</p>
<p>The only meaningful reason is: To support the feature of having &#8220;<strong><a href="http://www.giantbomb.com/lives/92-323/">lives</a></strong>&#8221; in the game.</p>
<p>The &#8220;lives&#8221; feature would be meaningless if it didn&#8217;t have <em><strong>any </strong></em>effect when you lost all of them. Then it wouldn&#8217;t DO or count for anything. So, you reset a player<em> a bit</em> if he loses a life, but what do you do when no lives remain? Obviously that calls for some EXTRA EVIL punishment to the player, for performing ever so badly in the game. They should be reset the hell back. Right?</p>
<p>Well, guess what. No. They shouldn&#8217;t. At least not if you want most players to remain happy and not get frustrated while playing your game. Google &#8220;<a href="http://www.google.dk/search?q=new+super+mario+save+system&amp;ie=utf-8&amp;oe=utf-8&amp;aq=t&amp;rls=org.mozilla:en-GB:official">New Super Mario save system</a>&#8221; if you are in dobut about that.</p>
<p><strong>The Price of Failure Should Be A Constant</strong><br />
Some might argue that it creates more tension in the game, as the consequences of failing (in terms of &#8220;lost time and effort&#8221;) gets more and more servere, the further you get. I don&#8217;t buy that. It&#8217;s a cop-out to strip away the players progress in order to make your game &#8220;exiting&#8221;. It only creates increased <strong>fear </strong>of failing &#8211; and eventually frustration when you <strong>do </strong>fail.</p>
<p>Once you establish the punishment for failing is a slap on the wrist, it feels kind of like &#8220;cheating&#8221;, when the game brings out the rusty-spiked, metal-plated bat, and smacks you to the far side of the world. It adds insult to injury so to speak.</p>
<div id="attachment_153" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-153" title="steel-battalion-1" src="http://www.grandtheftbicycle.net/wp-content/uploads/steel-battalion-1-300x225.jpg" alt="EJECT, EJECT! Oh crap, that was the windshield wiper. There goes 20 hours down the drain!" width="300" height="225" /><p class="wp-caption-text">EJECT, EJECT! Oh crap, that was the windshield wiper. There goes 20 hours down the drain!</p></div>
<p>Besides, if &#8220;fear of failure&#8221; was a winning formula, surely <a href="http://en.wikipedia.org/wiki/Steel_Battalion">Steel Batallion</a> must be the greatest game ever. It completely wipes your save games if you die! Fail to eject from your burning Mech-robot-thingy, and <strong>your saved games are deleted</strong>. Such great fun for the player! Oh, and if you DO manage to eject, you must spend &#8220;supply points&#8221; to get back into battle. Run out of supply points and &#8211; you guessed it &#8211; the game wipes your saves.</p>
<p>(Actually, I find this so insane, that it whips around to the other side and becomes effin&#8217; cool. Big props to Steel Batallion. Still, I&#8217;d hate to see this save game system incorporated into any of my favorite games.)</p>
<p>Add to this, that New Super Mario Bros. actually DOESN&#8217;T allow you to save between every world. You can only save after clearing special castle worlds (which is about every 6th world). This can lead to several hours lost if your DS decides to run out of power while fighting the boss in World 5-6. And even if you don&#8217;t lose your battery down a pool of sharks with laser attached to their head, but just happen to lose your last life while fighting the Boss, it&#8217;s still all the way back to beginning of world 5-6.</p>
<p>Did I mention that the player does evetually get <strong>THE OPTION TO SAVE ANYWHERE</strong> in New Super Mario Bros. But you only unlock that feature <em><strong>AFTER </strong></em><a href="http://www.gamespot.com/ds/action/supermariobrosds/hints.html">completing the entire game</a>!</p>
<p>I believe &#8220;<em>Wha&#8230; But&#8230; Say&#8230; Whaaat?&#8221;</em> is the correct reply to that statement.</p>
<p><strong>Lives Belong in Arcades</strong></p>
<div id="attachment_150" class="wp-caption alignright" style="width: 310px"><a rel="lightbox" href="http://www.grandtheftbicycle.net/wp-content/uploads/henry1.jpg"><img class="size-medium wp-image-150" title="Henry Hatsworth" src="http://www.grandtheftbicycle.net/wp-content/uploads/henry1-300x269.jpg" alt="While being a GREAT game, Henry Hatsworth (DS) has the exact same &quot;Three Strikes...&quot; flaw, which seriously lessened my enjoyment of the title. I kept dying at one of the (incredibly hard) later bosses. Sometimes I got to fight the boss all over. Other times (after losing my last life) I would get reset back, waaaay back, and have to cross lots of ground, and battle lots of enemies, to fight the boss yet again. Sigh!" width="300" height="269" /></a><p class="wp-caption-text">While being a GREAT game, Henry Hatsworth (DS) has the exact same &quot;Three Strikes...&quot; flaw, which seriously lessened my enjoyment of the title. I kept dying at one of the (incredibly hard) later bosses. Sometimes I got to fight the boss all over. Other times (after losing my last life) I would get reset back, waaaay back, and have to cross lots of ground, and battle lots of enemies, to fight the boss yet again. Sigh!</p></div>
<p>So why do so many games insist on having &#8220;lives&#8221; and resetting the player like there&#8217;s no tomorrow when she dies? I&#8217;m guessing it&#8217;s mostly a historical thing.</p>
<p>Old Arcade games from the late 1970&#8242;ies used to only give the player one &#8220;go&#8221; &#8211; one attempt to win the game = one life. If you died you had to pony up, and toss in another quarter. The message was: <em>&#8220;Beat this game or too bad, you need to start over&#8221;</em>.</p>
<p>Eventually, lives were added to give the player more chances. On home consoles save games were not a regular feature yet, so the challenge became: <em>&#8220;Beat this game in x tries&#8221;. </em></p>
<p>When save games were added it became:<em> &#8220;Keep trying until you beat this game, and we&#8217;ll remember how far you got&#8221;</em>.</p>
<p>Nifty! Players got a chance to see much more of the game, and even turn off the power and resume the game at a later time.</p>
<p>When we add &#8220;lives&#8221; to a modern game, fully equipped with a save system, the sentence becomes muddled again:</p>
<p><em>&#8220;Beat this game in x tries, however if you fail you can still try again. That is; just as soon as we get finished punishing you for playing badly, and reset you to a point where you have to redo a lot of the stuff you just did &#8211; Please do try not to die!&#8221;</em></p>
<p>Many developers, especially of 2d platformers, which seem to retain a strong historical connection to early arcade games, doesn&#8217;t seem to have noticed that save games have been invented, and the legacy of the arcades stays with us for good and for worse.</p>
<p>I&#8217;m also guessing that some developers might feel they <em><strong>HAVE </strong></em>to incorporate lives as a feature to stay true to their franchise? I can just imagine <a href="http://en.wikipedia.org/wiki/Shigeru_Miyamoto">Myamoto-san</a> yelling: <strong>&#8220;The big, green 1up mushroom STAYS IN!&#8221;</strong></p>
<p>My personal opinion is that you shouldn&#8217;t bother having lives in your game; they are a completely outdated feature, provided you have some sane form of save game system in place. I&#8217;m really hoping this is one of the issues Nintendo decides to adress before releasing New Super Mario Bros. <a href="http://kotaku.com/5275748/nintendo-reveals-the-new-super-mario-bros-wii">for the Wii</a>.</p>
<p>Feel free to discuss below! Comment are very welcome.</p>
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		<item>
		<title>Game Design Gems: Plants Vs. Zombies</title>
		<link>http://www.grandtheftbicycle.net/?p=51</link>
		<comments>http://www.grandtheftbicycle.net/?p=51#comments</comments>
		<pubDate>Wed, 20 May 2009 15:53:31 +0000</pubDate>
		<dc:creator>Thomas</dc:creator>
				<category><![CDATA[Game Design Gems]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[gems]]></category>
		<category><![CDATA[Plants vs. zombies]]></category>
		<category><![CDATA[popcap]]></category>

		<guid isPermaLink="false">http://www.grandtheftbicycle.net/?p=51</guid>
		<description><![CDATA[
&#8220;Game Design Gems&#8221; salutes a game for its outstanding game design. We look at the kind of games that makes us drool in awe, shake our heads, and go on a two-month &#8220;why-didn&#8217;t-I-think-of-that&#8221; drinking binge. This time I&#8217;m getting owned by Plants Vs. Zombies from PopCap Games.

Plants Vs. Zombies has already been hailed as the [...]]]></description>
			<content:encoded><![CDATA[<div id="topic_mid">
<p><img src="wp-content/themes/pennyfarthing/images/icon_topic_gems.gif" align="left"><em>&#8220;<a href="http://grandtheftbicycle.net/?cat=14">Game Design Gems</a>&#8221; salutes a game for its outstanding game design. We look at the kind of games that makes us drool in awe, shake our heads, and go on a two-month &#8220;why-didn&#8217;t-I-think-of-that&#8221; drinking binge. This time I&#8217;m getting owned by <a href="http://www.popcap.com/extras/pvz/"><strong>Plants Vs. Zombies</strong></a> from <a href="http://www.popcap.com">PopCap Games</a>.</em>
</div>
<div id="attachment_93" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-93" title="00000081571024x768" src="http://www.grandtheftbicycle.net/wp-content/uploads/00000081571024x768-300x225.jpg" alt="Ready, Set - PLANT!" width="300" height="225" /><p class="wp-caption-text">Ready, Set - PLANT!</p></div>
<p>Plants Vs. Zombies has already been hailed as the cream of the casual crop. The game has an outstanding (for its genre) 89/100 <a href="http://www.metacritic.com/games/platforms/pc/plantsvszombies">Metacritic score</a> and even managed to <a href="http://www.edge-online.com/magazine/review-plants-vs-zombies">wrangle a big fat &#8220;9&#8243;</a> from the hands of the grumpy ol&#8217; <a href="http://www.edge-online.com/magazine/review-plants-vs-zombies">Edge Magazine</a> critics. Not something they willingly throw after <em><strong>any</strong></em> game.</p>
<p>&#8230; and I can only join in the choir, and applaud this wonderful title. To speak nothing of it&#8217;s amazing style and personality, the core gameplay is beautifully wrought together, and fully deserves to be the topic of GrandTheftBicycle&#8217;s first &#8220;<a href="http://www.grandtheftbicycle.com/?cat=14">Game Design Gems</a>&#8221; post.<br />
<span id="more-51"></span></p>
<div id="topic_spoiler">
<p>
<img src="wp-content/themes/pennyfarthing/images/icon_spoiler.gif" align="left" />SPOILER ALERT &#8211; Read on at your own risk!</p>
</div>
<div>
During my first play-through of Plants Vs. Zombies (PvZ), I got completely absorbed, and entered the <a href="http://en.wikipedia.org/wiki/Flow_(psychology)">flow</a>-like state where the real world fades away and time passes with incredible speed. Being a game designer by trade, this is very rare for me. Though I try not to, parts of my subconscious always has on its &#8220;analyzing spectacles&#8221;, and constantly takes mental notes of the game&#8217;s design choices, features and mechanics.</p>
<p>It was only during my second play-through (which &#8211; by the way &#8211; is a new game mode in itself) that I &#8220;woke up&#8221; and started asking myself questions like:</p>
<ul>
<li>Why do this game <em>rock</em> so much?</li>
<li>How did PopCap put this together?</li>
<li>How many goddamn features did they cram into this thing?</li>
</ul>
<p><strong>Too many or too few features?</strong><br />
Designing any game, there has with certainty been hundreds of design-ideas, which have been looked at by the developers, but found either too unrealistic, crazy, difficult to implement, conflicting with other existing material or otherwise unfit for the final product.</p>
<p>Then again, most games usually contain features which <em>should</em> have been cut, since they don&#8217;t add to the game or weren&#8217;t given the love and attention they need, and appear (semi-)broken to the player. Worst case scenario is a game where the parts don&#8217;t seem to fit at all, or major parts seem completely &#8220;tacked on&#8221;.</p>
<p>This usually happens because the individual features are not well integrated with the OTHER features of the game. I&#8217;ve found that games rise in <a href="http://en.wikipedia.org/wiki/Game_complexity">complexity</a> the more features they contain (well, duh!) &#8211; What may be surprising is that this increase in complexity isn&#8217;t linear.</p>
<p>One new feature isn&#8217;t <em><strong>ONE</strong></em> (1) new feature, it&#8217;s usually more around something like (<strong>n</strong>/2) new features (<strong>n</strong> being the number of other, existing features). For example: If you have a game with 10 core features, and add a new one, more often than not you&#8217;re really adding somewhere around 5 or more &#8220;special cases&#8221;, many of which could be considered features in their own right!</p>
<p>This is because <strong>new</strong> features need to interact with some <strong>existing</strong> features, to actually work and have any impact on the game. To further exemplify: If you add a gun to your game and it doesn&#8217;t interact with ANYTHING, then it&#8217;s not really a feature. It must DO something (like &#8220;damage enemies&#8221;).</p>
<p>&#8230; but that spawns the question: &#8220;What does the gun do to <em><strong>other</strong></em> things in the game?&#8221; (like windows, doors or even <em>dead</em> enemies?) More often than not the consequences of introducing new features are much, much more far reaching than the game designer has initially imagined. Each new special case has to be handled in some way, and sometimes conflicts so much with the rest of the game, that the designers have to <strong>cut</strong> the entire original feature.</p>
<p>Thus a game, like PvZ, that literally contains +100 features, and where everything interacts smoothly and is well balanced is <strong>extremely</strong> rare, not to mention mind-bogglingly difficult to produce.</p>
<p><strong>How many features is that?</strong><br />
So how many features is in PvZ? The amount obviously differs depending on the &#8220;granularity&#8221; with which you look at the game. How &#8220;big&#8221; does something have to be, to be considered a feature? My personal definition is &#8220;something which changes the rules of the game in a <strong>non-linear</strong> fashion&#8221;</p>
<p>I.e. obviously &#8220;guns&#8221; is a feature (of some games), but a second gun with increased firing-speed or damage is not a proper stand-alone feature. However a second gun that slows enemies, or make their heads turn into pineapples is a feature (or two, if it does both!)</p>
<p>PvZ contains something like:</p>
<ul>
<li>+40 different plants (if you don&#8217;t count very similar ones)</li>
<li>20-or-so enemies</li>
<li>Money &amp; shops</li>
<li>20 wildly different mini-games</li>
<li>4 playing field variations</li>
<li>Zombie head variations and other easter eggs</li>
<li>Water</li>
<li>4 different zen gardens with AI actors</li>
<li>A handful of Puzzle Modes</li>
<li>Plus change</li>
</ul>
<p>Let&#8217;s just make that an even &#8220;100 features&#8221;. Please don&#8217;t take the following &#8220;guesstimations&#8221; as science, but just to get into the heads of the designers at PopCap, that gives us some 50 &#8220;special cases&#8221; per  feature, or around +5.000 special cases &#8211; many of which may be considered features in their own right!</p>
<p>Like: <em>&#8220;What happens when a snorkel-zombie is hit by fire while being underwater?&#8221;</em>. The developers had to think of that, it might be no biggie, or it might be such a big thing that it can be considered a feature in it&#8217;s own right. Now there&#8217;s only 4.999 special cases to go!</p>
<p>I may be wildly over exaggerating with my estimations here. PvZ has a pretty basic foundation (2D tower defence based game, on a 6 x 9 grid), which makes most special cases easier to handle than epic 3D shooter-rpg-MMO&#8217;s(?!?), but I still the developers must have counted their special cases in the thousands.</p>
<p><strong>I&#8217;m in ur gaem &#8211; Exploitin ur rulez</strong><br />
An obvious question for game designers: Can the player (with a combination of the tools available to him) somehow destroy or exploit the game? Unfortunately, the chance of this being possible rises exponentially with the number of features!</p>
<p>The more kinds of tools the game gives to the player, to help him battle the undead hordes, the bigger the chance that some combination of these will enable the player to completely circumnavigate the basic rules and break the game.</p>
<p>Somehow PvZ manages to walk this minefield, and comes out on the other side reading a newspaper with a cocktail in the other hand. The developers have managed to cram an insane amount of content into the game, while leaving, no feature &#8220;unsupported&#8221; by the rest of the game or easily explotable. The coherence is quite stunning, and can only be the result of incredibly talented game design and project management.</p>
<p>I won&#8217;t say much more about the content or game design of PvZ (you really should play it yourself.. like, right now!), but leave with a small story of my attempt to exploit the game. This is where I had my behind handed to me.</p>
<p><strong>My life as a Marigold Farmer</strong><br />
Completing the game was so much fun I decided to play through a second time, straight away. I was thrilled to find that that I was allowed to use all my hard-earned tools (plants, mushrooms and other goodies) I&#8217;d collected during my first play-through. To make things more challenging the second time around, the game decided to auto-select some of the tools I had to use, on each level. Still, I had a pretty easy time on the first few levels (as was also the case on the first play-through).</p>
<p>So, I&#8217;m on top of things. I could handle those brain-eaters no problem. Let&#8217;s use the lack of  resistance to FARM SOME GOLD! Yearh!</p>
<p>Defeating most of the zombies in a level, I decided to allow a single one to survive, and keep him at bay by letting him slowly chug away on a huge &#8220;wall-nut&#8221;. Meanwhile, I started planting a crazy amount of gold-generating (and aptly named) &#8220;marigold&#8221; flowers! Then I would just sit back and relax, while harvesting vast amounts of gold from my marigold forest.</p>
<p>Or so I thought&#8230;. But alas, no gold would grow on my flowers! It seemed that they would only yield at an incredibly slow level, while only one zombie was alive. As soon as more zombies appeared they started acting &#8220;normal&#8221; again. Some <strong><em>damn</em></strong> code inside the <strong><em>darn</em></strong> game had anticipated my clever attempt at debasing the currency through botany. Blasted!</p>
<p><strong>All Hail Our New Botanical Overlords</strong><br />
The above example, might be an awkward scenario, not worthy of elevating a game to any mythical state. Still, this kind of attention to balancing is rare, and it shows how deep the game has been tested. And this example is not alone. There are lots of small ingenious balancing tweaks at place everywhere you look. Add to this, literally more than a hundred fun features, oodles of charm and attention to detail.</p>
<p>I rest my case: Plants Vs. Zombies is truly a Game Design Gem.</p>
<p>Feel free to agree or disagree below. Your comments are most welcome, as this is a completely new blog, and it gets pretty lonely in this corner of the intertubes.</p></div>
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		<title>Student game &#8216;Nevermore&#8217; has style, needs gameplay</title>
		<link>http://www.grandtheftbicycle.net/?p=29</link>
		<comments>http://www.grandtheftbicycle.net/?p=29#comments</comments>
		<pubDate>Sat, 09 May 2009 12:09:11 +0000</pubDate>
		<dc:creator>Thomas</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[reviews]]></category>
		<category><![CDATA[DADIU]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[Nevermore]]></category>

		<guid isPermaLink="false">http://www.grandtheftbicycle.net/?p=29</guid>
		<description><![CDATA[I recently reviewed the Danish student game &#8220;Nevermore&#8221;, one of a series of games, to come out of DADIU (&#8221;The Danish Academy of Digital, Interactive Entertainment&#8221;).
You can find my review (in Danish) on the dr.dk game blog, or read my (poorly) translated version below.
Try out Nevermore and the other free student games.

Nevermore review

Have you ever [...]]]></description>
			<content:encoded><![CDATA[<p>I recently <a href="http://blogs.dr.dk/blogs/danskecomputerspil/archive/2009/04/29/pr-v-nevermore-spillet-dadiu-3-2009.aspx">reviewed</a> the Danish student game &#8220;Nevermore&#8221;, one of a series of games, to come out of <a href="http://www.dadiu.dk/english/">DADIU</a> (&#8221;The Danish Academy of Digital, Interactive Entertainment&#8221;).</p>
<p>You can find my review (in Danish) on the <a href="http://en.wikipedia.org/wiki/Dr.dk">dr.dk</a> <a href="http://blogs.dr.dk/blogs/danskecomputerspil/archive/2009/04/29/pr-v-nevermore-spillet-dadiu-3-2009.aspx">game blog</a>, or read my (poorly) translated version below.</p>
<p>Try out <a href="http://www.dr.dk/spil/afgangsspil09/">Nevermore and the other free student games</a>.</p>
<p><span id="more-29"></span></p>
<p><strong>Nevermore review<br />
</strong></p>
<div id="attachment_35" class="wp-caption alignnone" style="width: 310px"><img class="size-medium wp-image-35" title="nevermore" src="http://www.grandtheftbicycle.net/wp-content/uploads/nevermore-300x247.jpg" alt="Meet Anna &amp; Mr. Huggles - Main protagonists of 'Nevermore'" width="300" height="247" /><p class="wp-caption-text">Meet Anna &amp; Mr. Huggles - Main protagonists of &#39;Nevermore&#39;</p></div>
<p>Have you ever tried getting picked on? Anna sure has. She&#8217;s a poor, defenseless girl, with only her teddy bear &#8220;Mr. Huggles&#8221; to comfort her, when the big boys are teasing. Luckily Mr. Huggles has a plan, which is sure to put an end to the bullying. A plan involving a large, sharp knife. You can probably figure out what happens next. Anna &amp; Mr. Huggles depart on a playground massacre of epic proportions, and live out any  victims dream: Bloody revenge on the tormentors.</p>
<p>Conceptually Nevermore belongs to the school where the bizarre and blood-dripping meets the ultra-cute. The unconformed gets revenge on the establishment by discarding any kind of morals and butchering away. Lovely! While there isn&#8217;t much to hold against Nevermore&#8217;s concept and graphical style, the gameplay mechanics leaves quite a bit to be desired.</p>
<p>Anna is fairly responsive and easy to control. The big bullies are thrown through the air, with a couple of swift knife-cuts, trailing behind them a long spray of blood. The primary purpose of the game, is collecting this blood splatter, by raising the teddy bear over Anna&#8217;s head(!) Unfortunately this central feature is also the game&#8217;s biggest source of annoyance. The blood falls quickly to the ground, and you must attempt to correctly time your run towards it. Sadly, it isn&#8217;t really possible to get more than a small fraction collected, since your movement speed isn&#8217;t matched to the speed of the falling blood splatter. This means you never really feel that you&#8217;re doing it &#8220;right&#8221;. Unless you &#8220;cheat&#8221; and knock the enemies up against a wall, you will always miss the majority.</p>
<p>Likewise, there seems to be a lack of interaction with the enemies in the game. The big, blunt bullies march randomly around the schoolyard in a zombie-like daze, and don&#8217;t seem to notice their friends getting slaughtered around them. Sure, they will start chasing you once you get close enough, but it might have been a thrill to be able to chase THEM once in a while. Vengeance is sweetest when your enemies are driven before you, not quite as sugary when they don&#8217;t seem to care about getting stabbed to death.</p>
<p>Nevermore appears as a game where style has been the primary focus, while the game mechanics feels secondary. The game has something going for it, but the developers should have thought more about how the game&#8217;s primary &#8220;bread &amp; butter&#8221; functions work. What is the player actually DOING, and how is this made fun and worthwhile to the player? Anna &amp; Mr. Huggles is a charming couple with big potential, and I wish them the best in the future. The knife needs a bit of sharpening before it cuts to the bone.</p>
<p>Reviewed by Thomas Løfgren, Level Design Lead &#8211; IO Interactive.</p>
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