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Friday, September 25, 2009
How "Fishing Girl" Restored My Inspiration

You might have noticed I haven't written anything in here for a while. While part of that has been down to changes in my personal life, my general malaise towards the games industry has played a part as well. It seems no amount of academic study or criticism will stand a chance of changing the tune of developers. Neither the brunt of the developers nor the core consumers see the need for any change to the current slew of brain-dead titles, nor do they have any desire to push back the boundaries of our understanding of interactivity. In short, there just didn't seem to be any point any more.
It was to my great surprise, then, that I saw a game appear on Xbox Live's Indie Games that, for once, was not a zombie-infested murder marathon. “Fishing Girl” was a cute little game with a simple one-button gameplay mechanic and low-key lo-fi graphics that managed to appear distinct from mainstream titles without falling into the trap of looking “obviously Indie”.
What struck me – and inspired me - was not just the simplicity of the gameplay and the graphics, but the wonderful use of story. Fishing Girl's premise is simple – two creatures are in love. One is suddenly separated from another by a stretch of water. You take control of this creature, and can earn coins by catching fish. By upgrading your fishing rod and line, you can eventually catch the other piece of land with your lure, and reel it in, pulling the two creatures back together – but the game does not tell you this. As a player, I felt that I had come to the conclusion of pulling the other piece of land towards me of my own accord. This is the holy grail of interactive writing – a fixed ending that feels emergent. It also perfectly displays a natural ludo-narrative resonance. Many larger, more complex games – including those worked on by established authors – use story as a trope or machina. In a similar fashion to the way in which a TV character might suddenly reveal an otherwise unrelated (and often unlikely) hobby or past experience that just so happens to be useful in the show, all too often our games rely on a complex plot to explain the minutia of the gaming mechanic. Fishing Girl demonstrates how a simple, natural and easily understood story can flow simply into a supporting gameplay mechanic, and how this can lead the player to a conclusion without having to directly tell them what to do.
For all the discussion that goes on today of branching vs fixed narrative, and of the possibilities and technical limitations of a truly emergent story experience, a game like Fishing Girl comes as a shock to the system, and leaves me wondering if perhaps crafting an emergent, story-based interactive experience is like learning to fly before we can even crawl. Perhaps the better solution to creating a deeper interactive experience lies not in the player carving their own solution, but in creating a single, unchanging solution that flows so cleanly from the gameplay that the player doesn't feel cheated or slighted by their inability to change it.
Wednesday, July 29, 2009
An Experiment In Games Design - Designing to Music
March Of TriumphThe player plays a character returning to his home town triumphant from a great victory. Or perhaps he's just having a really, really good day. Who knows. Whatever the situation, he has somewhere to go, and he's marching there with his head held high. As he does this, he spreads cheer to the town around him - flowers grow, rubbish clears away, and everything is brightly coloured. Thing is, this town is filled with miserable, sad people who stare at the ground all day. They spread their misery everywhere, killing plants and spreading muck around.The player must march triumphantly through the town to his destination within a set time limit. As they pass the glum, depressing inhabitants of the town, passing close to them will cause them to "catch" your happiness. They'll brighten up, cheer up, and start marching with you.Thing is, they're fickle - if at any point they look out and can only see misery, they'll get depressed again.Cheer up enough people and the player can unleash a little happy flourish, sending out a radial burst of super-happiness that'll attract the attention of depressed people who aren't even looking - as well as setting off chain reactions of flourishes in your followers, and just looking incredibly happy and joyful.The aim of the game is to reach your destination within the time limit and with as many happy followers as possible. The game also tracks how "happy" the city looks after each march.
Tuesday, July 28, 2009
More On Design From Feelings & A Look At Adaptation
Firstly, on reflection, I do rarely begin with just that "feeling". Often, I'll begin from a mechanic or narrative concept, like most other designers. When I do, however, the first thing I do is pare that thought down to its core feeling, what it is that makes that experience feel the way it does, and ask "how should the player feel right now?".
Monday, July 27, 2009
Genesis of a game design, and the "schools" of design methodolgy
"[Games] are at their best when they say something about the player, not the designer." - Will SpectorBut if handled properly, a game design beginning from the overall "feel" of a player experience could offer a chance to innovate and adapt gameplay mechanics to our needs, and create a deeper and more meaningful experience for players.
Wednesday, July 22, 2009
On Jenova Chen's "Flow In Games"
http:///www.jenovachen.com/flowingames/
While the body of work discusses the apllicability of a dynamic difficulty system - and does it very well, I might add - there is one small passage that I took some umbridge to:
"Unfortunately, like fingerprints, different people have different skills and Flow Zones. A well-designed game might keep normal players in Flow, but will not be as effective for hardcore or novice players. ... To expand a game's Flow Zone coverage, the design needs to offer a wide variety of gameplay experiences"