Podcast here.
Transcript of podcast:
Braid is a side scrolling platformer available over Xbox Live. It pays homage to classics like Mario, but Braid itself is actually a puzzle game, with the puzzles based on time manipulation. You start out with an unlimited ability to rewind time, and each of the later worlds has its own unique mechanic. One world, for example, has your shadow carry out actions after you rewind time.
The storyline is the least successful aspect of the game. Initially it appears to be a simple tale of Tim, the protagonist, attempting to rescue a princess. However, this is actually a metaphor for something else. An extremely awkward metaphor. I don't want to give anything away, so I'll leave it at that.
Graphically, Braid uses sprites with vibrant watercolor backgrounds, preserving an old school feel without looking dated. Sounds effects are minimal, and the soundtrack is composed of classical and folk music.
Braid uses an extremely simple control scheme. You use an analog stick to move around, one button to rewind time, and another to jump. The game requires some extremely precise jumping, but between the responsiveness of the controls and the ability to rewind time I didn't find it overly difficult. The true difficulty is in solving the puzzles, which are both challenging and intriguing.
Overall I enjoyed Braid, and I recommend it to anyone who enjoys puzzle games. I give it a B+.
Tuesday, September 9, 2008
Tuesday, September 2, 2008
speed concept
time started: 8:45 PM
concept:
Dungeon Master (working title) parodies games like Diablo and Dungeon Siege by reversing the roles. Instead of invading an improbably constructed dungeon, you're defending one from computer controlled heroes.
story:
Dungeon Master puts you in the role of a mid-level boss in the service of an evil but unwise overlord. Your official role is simply to test whether the heroes are worthy to face your master. This is done by placing you in conflict with them. Naturally, if you're slain, they may advance.
As you successfully defend the dungeons, you're assumed to be more powerful than suspected, and are promoted to guarding deeper levels. While your initial successes please the overlord, he eventually becomes suspicious and sends inspectors to see if you're "cheating" (violating genre norms by stacking defenses, keeping potions for yourself, or otherwise acting intelligently). Finally you end up in open revolt against the overlord, who seeks to destroy you even as you're continually invaded by pesky heroes.
gameplay:
You make use of traps, disposable minions, magical barriers, and summoned enemies to thwart the advance of one or more heroes. Over the course of the game, you gain new abilities and unlock new ways to combine them for more involved gameplay. Spells can be used anywhere in the level, regardless of your monsters location. While spells are not directly offensive abilities, they change the mechanic of a battle by summoning reinforcements or putting barriers in the path of the heroes. Monster abilities can only be used while you're in the same room as your target and tend to be directly related to combat.
character creation
You can choose several monster types to represent you. There will be mechanical differences, one might be stronger in a fight but have weaker or fewer magical abilities.
setup phase
Initially you're given a dungeon and tasked to defend it. You have time to set up defenses and deploy your minions, but are initially limited in how you can deploy them. As you progress you're able to "cheat" in new ways, such as by keeping necessary keys with you, forcing heroes to search the area futilely before finally smashing through locked doors.
combat phase
Once the heroes arrive, you support your minions with magic from afar, or send your monster into battle with them. This is risky however, as heroes are more powerful than you are, and must be weakened before you can defeat them.
conclusion
The game is intended to be easily accessible, but challenging. Serious gamers familiar with dungeon crawlers are the target.
time finished: 9:17 PM
concept:
Dungeon Master (working title) parodies games like Diablo and Dungeon Siege by reversing the roles. Instead of invading an improbably constructed dungeon, you're defending one from computer controlled heroes.
story:
Dungeon Master puts you in the role of a mid-level boss in the service of an evil but unwise overlord. Your official role is simply to test whether the heroes are worthy to face your master. This is done by placing you in conflict with them. Naturally, if you're slain, they may advance.
As you successfully defend the dungeons, you're assumed to be more powerful than suspected, and are promoted to guarding deeper levels. While your initial successes please the overlord, he eventually becomes suspicious and sends inspectors to see if you're "cheating" (violating genre norms by stacking defenses, keeping potions for yourself, or otherwise acting intelligently). Finally you end up in open revolt against the overlord, who seeks to destroy you even as you're continually invaded by pesky heroes.
gameplay:
You make use of traps, disposable minions, magical barriers, and summoned enemies to thwart the advance of one or more heroes. Over the course of the game, you gain new abilities and unlock new ways to combine them for more involved gameplay. Spells can be used anywhere in the level, regardless of your monsters location. While spells are not directly offensive abilities, they change the mechanic of a battle by summoning reinforcements or putting barriers in the path of the heroes. Monster abilities can only be used while you're in the same room as your target and tend to be directly related to combat.
character creation
You can choose several monster types to represent you. There will be mechanical differences, one might be stronger in a fight but have weaker or fewer magical abilities.
setup phase
Initially you're given a dungeon and tasked to defend it. You have time to set up defenses and deploy your minions, but are initially limited in how you can deploy them. As you progress you're able to "cheat" in new ways, such as by keeping necessary keys with you, forcing heroes to search the area futilely before finally smashing through locked doors.
combat phase
Once the heroes arrive, you support your minions with magic from afar, or send your monster into battle with them. This is risky however, as heroes are more powerful than you are, and must be weakened before you can defeat them.
conclusion
The game is intended to be easily accessible, but challenging. Serious gamers familiar with dungeon crawlers are the target.
time finished: 9:17 PM
Saturday, August 23, 2008
The most important aspect of game design
I think you have to remember that you're making a game. It might have a great story, but games aren't just about telling a story. The gameplay itself has to be fun, engaging. But "make it fun" isn't an aspect of game design, its a goal.
You have to break down the problem. Camera angles, control scheme, player abilities... all have to work smoothly. But the development cycle is a process. A game will be ugly, unpolished, poorly balanced or just incomplete for much of it. Early gameplay models might be terrible, but that isn't necessarily a reflection on the final product. I think the most important aspect of game design is simply refining the gameplay. Make sure every element is developed properly so that you're left with something worth playing.
You have to break down the problem. Camera angles, control scheme, player abilities... all have to work smoothly. But the development cycle is a process. A game will be ugly, unpolished, poorly balanced or just incomplete for much of it. Early gameplay models might be terrible, but that isn't necessarily a reflection on the final product. I think the most important aspect of game design is simply refining the gameplay. Make sure every element is developed properly so that you're left with something worth playing.
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