Tag: video games

  • 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.

  • On Animalese, Localization, and Video Game “Beep Speech”

    I’ve long wanted a name for the dot-dot-dot-dot sound effects that have stood in for speech in video games since the early NES days — here described as “beep speech” which works for me! This video is a great roundup on how those beeps function, how they’ve been used over the years (up through Simlish and the even more recent Animal Crossing hybrid speech, which is actual vocalization skewed into psuedo-gibberish), and how they’ve been tweaked when games are translated and localized for different cultures’ languages.

  • 8-bit Arcade Fonts

  • The Secret Font of Monkey Island

    A fan-made port of the pixel font built into the adventure game classics The Secret of Monkey Island and Monkey Island 2: LeChuck’s Revenge. As a bonus, a separate version is available that is properly kerned and hinted. (double bonus: opening the .ttf file in Font Book reveals that the demonstration string for the font reads “You fight like a dairy farmer!”)

    A post combining Lucasfilm Games and typography? Immediate reblog!

  • RIP Steve Kordek, pinball pioneer

    Steve Kordek, the guy who revolutionized the world of pinball by introducing a machine with the now-familiar electromechanical flippers at the bottom of the playfield (imagine: a player can somewhat control the game!), passed away this week at the age of 100. His 6-decade career started off with remarkable serendipity. From the NY Times obit:

    On a visit to his hometown in 1937, he was walking down a street without an umbrella when a torrential rain forced him to step into the lobby of a building he was passing. It was the Genco company. A receptionist asked if he was looking for a job.

    “I had never seen a pin game before in my life,” Mr. Kordek told The Chicago Tribune in 2009. For 45 cents an hour, he was soon doing soldering on the company’s production line. …

    Mr. Kordek never got tired of the clang, clack and buzz of pinball. “I had more fun in this business than anyone could believe,” he told The Tribune.

  • Lucasarts Adventurer

    OMG OMG, some kind soul is posting good-quality, full-page scans of all of the old LucasFilm Games / LucasArts Adventurer magazines! Created at the company’s artistic height, these gems were half retail catalog, half inside scoop trivia treasure trove, decked out with never-to-be-seen-again Steve Purcell art (including single-page Sam & Max comics parodying the major Lucas game release featured that issue). They now sell for an arm and a leg on eBay.

    I used to have every one of these, but they all vanished to whatever corner of the landfill my triangular Day of the Tentacle box and Dial-A-Pirate wheels ended up in…

    (Via MixNMojo)

  • Lucasfilm Games Tv Humor Video

    If you’re a fan of the old Lucasfilm Games (and the kind of video game nerd that likes this sort of weird find…), don’t let your week go by without watching this internal Lucasfilm Games parody video unearthed by Mix n’ Mojo. Shots of Skywalker Ranch, Ron Gilbert, Larry Holland, jokes riffing off of the “Bo Knows” and “Spielvergnügen” (erm, Fahrvergnügen) ads, and even a song sung on the Ranch’s porch about their adventure games. It doesn’t get much more 1990 then this, folks!

    (Bonus: watch for the boxed copy of King’s Quest V on the desk at around 8 minutes in — how’d that get in there??)

  • Marge Simpson Rabbit Ears

    Awesome full sets of sprites and backgrounds ripped from Konami’s 1991 Simpsons arcade game are available over at The Spriters Resource. I could have bought one of those machines with all of the quarters I lost playing it at the bowling alley or pizza parlor or wherever else grubby kids hung out in 1990s suburbia.

    I’ve trimmed down Marge’s action sprites here because I’m fascinated by one detail that I’m pretty sure is otherwise depicted nowhere else in the rest of Simpsons canon: Marge’s Life in Hell rabbit ears hidden inside her hair!

    (Via The Spriters Resource: Simpsons. I owe someone source attribution, but I can’t remember where I saw this link recently…help!)

  • Monkey Island Boxing

    Know who assembled the retail boxes and whatnots for the original Secret of Monkey Island launch (including putting together the Dial-A-Pirate™ codewheels, as seen above)? The actual developers! I believe that’s Hal Barwood in the red glasses, and maybe that’s Dave Grossman on the left? If you have positive ID’s on anyone in the photo, let me know! The GameCola blog scored these photos of launch assembly from Tim Schafer’s Facebook page, including this good bit of trivia:

    In one of these boxes, the developers slipped a five-dollar bill, signed by the whole team. It hasn’t been seen since.

    The game industry’s definitely a bit different these days.