Tag: game design

  • Abstraction and the Meticulous Design of Play in Animal Crossing: New Horizons

    A design document showing various angles and designs of an electric fan from Animal Crossing New Horizons, juxtaposed with a player character from the game

    Even when run through Google Translate, this in-depth article from Famitsu on the design of Animal Crossing: New Horizons is a clear and interesting dive into the meticulous design thinking that goes into Nintendo’s flagship games.

    For me, the most interesting details are about how much they considered the need for abstraction to make the game successful — so much of the game is modeled on reality but very carefully distilled into primitive shapes and textures (despite the capabilities of newer hardware) for aesthetic purposes but also to help the player inject their own memories and feelings into the experience:

    In this way, the degree of symbolization is selected according to the role in the game. However, reducing the amount of information by symbolization can be considered as discarding the amount of information. Regarding this, Mr. Takahashi said, “I think there are many artists who hesitate to reduce the amount of information in images on high-resolution screens. So why can we confidently throw away information?” I don’t think that the amount of information in the picture will decrease and the response will be lost, but I think that it creates an “imaginary gap”. ”

    By having an imaginary gap, the user tries to fill the gap by recalling information from his or her memory. And by projecting one’s thoughts on it, it will lead to creating goals and motives for play.

    The article also explores the ways that the game has very intentionally placed “play triggers” pretty much everywhere except for the sky (where you even have balloons to shoot down from time to time), as well as an emphasis on leading the player to desire communication while playing. There’s a lot going on below the surface of Animal Crossing!

    PS: for the fans of the series, there are quite a few shots of development versions of the game — always interesting to see how the designs progressed from earlier prototypes.

  • Prince of Persia Level Editor

    This would be a fun thing to dink around with: a level editor for the Apple II version of Prince of Persia, one of the most innovative platforming games of all time.

    If you have any interest in game design and development, be sure to also read Jordan Mechner’s journals / diaries from his time making Karateka and Prince of Persia — a time capsule into the mind of a successful ~18-year-old game dev auteur.

  • Brian Moriarty Listen

    Game designer Brian Moriarty delivered quite a talk at the 1997 Game Developers Conference, touching on everything from interaction design, emergent play, community-created art, creativity, self expression, and even an unexpected but interesting tangent about 101 Dalmatians. In hindsight, many of subjects he talks about would become evident over the next decade, from the Sims to Etsy to Minecraft to social networking. From Listen! The Potential of Shared Hallucinations:

    Before we can learn, before we can grow, we have to be prepared to listen.

    What does it mean, to listen?

    The word is commonly understood to mean “attentive hearing.”

    It has its etymological origin in the archaic verb, list.

    “List!” they used to say. “Ssh! List! The wild boar is outside!”

    But the verb “list” also means to tilt something to one side.

    When a sea vessel leans to starboard or port, it is said to be listing.

    So how did the word “list” turn into the verb “listen?”

    Because when we try to hear something, we sometimes cock our heads in the direction of the sound.

    So to listen means more than to hear attentively.

    The word also implies a change of inclination.

    A new slant.

    To listen is to put ourselves into a receptive attitude.

    A position to be re-aligned.

    Also worth reading (the talk is also available for watching as a video in the GDC Vault) if you fondly remember the days of Hypercard, MUDs, and when text adventures reigned supreme on AOL, or if you like crazy 1990s Photoshop anaglyphs…

  • Prince of Persia C64

    I was very happy to have gotten this far. I had the Kid, the Prince of Persia, running and jumping on my screen. I was able to control it and perform all the normal actions. And it felt right. Timing, speed, animations. Of course it was spot on, it was using the original code written by Jordan Mechner, lifted from its Apple II grave and brought back to life, with a new purpose.

    At this point I was sure I could do this. It would only be a matter of months. Oh boy, was I wrong.

    From the Prince of Persia C64 Development Blog, in which the author writes with excellent detail about his recent hobby attempt to reverse engineer and port the classic computer game to the Commodore64 (warning: lots of posts about pixels, sprites and assembly language debugging – your entertainment value may vary). The original Apple ][ source code for PoP had long ago been lost, but the game’s creator coincidentally posted a handy excerpt of the game’s design documentation as a PDF on his blog, and many other ports existed, so…why not try recreate the original code?

    Bonus: Prince of Persia creator Jordan Mechner has collated his original design notes and journals into a nice 300-page ebook. Neat! I’d love to have a whole series of these for classic games.

    (Via O’Reilly Radar)

  • Akihabara

    Nice-looking little HTML5 <canvas> 2D game engine and toolkit written in JavaScript. More and more the apps are moving to the browser and out of the land of plugins and standalone RIA clients.

  • The Complete History of Lemmings We Did Manage

    The Complete History of Lemmings.

    We did manage to fox Psygnosis now and then, and I can lay claim that it took John White an hour to figure out “Its hero time”. When ever psygnosis did some testing, we’d get back a fax with the level name, time taken to complete, and some comments and a difficulty rating. These were usually aound 3-6 minutes, and some general coments on how they found it.

    Every now and again though, the fax would be covered in scribbles with the time and comment’s crossed out again and again; this is what we were striving for while we were designing the levels, and it gave us all a warm fuzzy feeling inside.

    (Yet another good link via O’Reilly Radar)

  • Pixel City by Shamus Young

    Pixel City by Shamus Young. Fun with procedurally-generated OpenGL buildings and some good texturing. Pretty fun little city scape. (via)

  • Out of This World, Little Big Planet Edition

    Wow, a surprisingly faithful version of the incredible Eric Chahi game Another World (aka Out of this World) recreated using Little Big Planet on the PS3. The only thing that would have made it better is if LBP let the creator script along your alien buddy.