Wednesday, October 01, 2008

Interview at Adventure Classic Gaming

The good people over at Adventure Classic Gaming have just posted an interview they conducted with me.

One thing I like about doing interviews is the way they make me think about the things I'm doing and my approach to game writing and design. All creative people should regularly question and confront their work - it's the only way to push yourself and refine what you do.

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Thursday, September 25, 2008

Casual Game: Delicious - Emily's Tea Garden

I've been working with some great guys over in Eindhoven at the GameHouse studio on a few casual game titles they wanted some writing help with. The first of these titles, Delicious - Emily's Tea Garden, has just been released over at the RealArcade site. If you enjoy playing casual games I'm sure you'll love this one, too, so be sure to take a look.

The game is actually the third in a series and I wrote the story and dialogue for this one.

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Thursday, July 31, 2008

Wallace and Gromit

The big adventure game news this week has been the announcement that Telltale Games will be producing a series of games featuring Wallace and Gromit. You can read the official press release, here.

The thing that struck me as really odd is that nowhere in the whole press release is there a mention of Nick Park, the man who created the wonderful characters to begin with. While I appreciate the role of Ardman in the success of the films, the true creative star is Nick Park and it's a pity they didn't mention him.

I'm sure that Telltale will do an excellent job, particularly as the trailer on this page already holds great promise. However, my first reaction was that it's a real shame that a British company couldn't have been chosen to make the games.

Then I thought about it some more and realised that there is no one here that could do it. Quality adventure development in the UK is pretty much non-existent.

Even if we look to Europe, where we regularly see adventures being developed, I don't think that there is one of them who would do maximum justice to a license like W&G.

Telltale Games really is the best choice for this project.

Not only has the company proved they can deliver to a regular schedule with two seasons of Sam and Max, what they've shown of W&G so far looks incredibly promising and as a fan of the films I can't wait for the games to come out.

What I find a little scary in all of this, is that when you look around for studios capable of creating humorous, fun adventure games capable of extending beyond the core fan market, there really aren't many around.

Good luck, Telltale. My god, how we need you to succeed.

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Sunday, June 22, 2008

Notes on Game Dev

Beth Dillon asked me if I'd link to Notes on Game Dev, which is a blog style editorial on art and design topics. I've not read an awful lot of it yet, but what I've seen so far looks very interesting and highly relevant. Much more so than my own blog at the moment. So please check it out.

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Monday, May 19, 2008

Panel - Writing for Games

I've been invited to sit on a panel on the subject of Writing for Games. I'm really excited by this and am sure that it will be a fabulous evening. If you're anywhere near London why not come along?

The event even has it's own Facebook page, so it's sure to be a roaring success. :)

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Saturday, February 09, 2008

Me'n'Dave


Just before Christmas, I had the great pleasure of meeting up with Dave Gilbert of Wadjet Eye Games. Dave's only just released this picture of the two of us, taken by his girlfriend. From the smiles on our faces you'd think we actually enjoyed making games...

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Saturday, December 08, 2007

Project B&P

I posted something on the Juniper Games news blog. Now I think about it, I should have posted it here and then linked to it on the other one. Sometimes I think my head doesn't quite work normally. Not that I'd want to fix it as it may ruin the whole creativity thing I have going on in there. :)

To reiterate: Project B&P is going to be the project that drives my personal focus until the completion of the proposal at the very least. I already have sketches for my two main characters and a strong idea of the visual style I want to aim for, but it's too early in the process to start showing anything. Things have a habit of changing, particularly when talking with publishers. :)

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Friday, November 30, 2007

Play All

This piece over at the Develop site got my interest. Not only is it an excellent idea, but my friends over at Wizarbox are heavily involved, which is great news for them. Clearly, So Blonde is going to be part of a path to even greater things to come.

Well done, guys.

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Wednesday, November 28, 2007

Developers Creating Unhealthy Experiences?

There's a piece on the Develop website, which covers a keynote speech by Jonathan Blow at the Montreal Game Summit. It's a perfect example of how a person can be so right and so wrong at the same time.

While he's right that there is a need for deeper, richer games, the way he puts it gives me the impression that he's losing sight of the fact that we're in this industry to make games, which are meant to be fun to play. So who cares if he thinks that collecting coins is a poor way of developing games if the player has fun doing just that?

I have still to play Bioshock (shame on me) but I thought his comments on the game were unnecessarily harsh. If players are looking to first person shooters for a meaningful commentary on the trials of modern life then I'd be very surprised. No matter how good Bioshock might or might not be, there will always be limitations on what you can do with an FPS without changing it altogether. If people bought that game and found it wasn't a cool FPS then I think the players would feel rightly aggrieved.

There seems to be a fashion at the moment of people making speeches and slaggin off other peoples' games, particularly games that are doing well. Is this some kind of resentment on their part? Some kind of professional jealousy? Is it the plan to be controversial for its own sake just for publicity? Perhaps I should give it a go? Except that I find I'm loving a lot of very different games and wish I had the time to play a lot more.

So, going back to where I think he's right - it would be great if we could broaden the spectrum of games in lots of rich and rewarding ways. But the key word for me is "spectrum". Blow talks as if all current gameplay styles should be done away with and replaced with something more rewarding, something on a higher plane. The way I see it, though, is that you don't get rid of the current gameplay styles and genres but add to them and create a base which allows the discerning game player to choose exactly what suits his or her mood.

Half-Life 2 is a wonderful game. As is Super Mario Galaxy. And Zelda. And Psychonauts, Day of the Tentacle, Final Fantasy...

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Tuesday, November 27, 2007

I'm Featured on Nextcat

Nextcat is a new social networking site geared towards creative industries like film, animation and games. I've been chosen as one of the "featured talent" profiles on their main gaming page, so the least I could do is put up a link. :)

If anyone else is on Nextcat why not add me?

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Friday, November 16, 2007

Children in Need – a Video Game?

Today is the annual Children in Need charity event, here in the UK. Although there are some cheesy and embarrassing aspects to the event on TV at times, the cause itself is very important and should be supported by everyone, no matter how small the contribution.

Which brings me onto the reason for this posting – why is the UK games industry not involved in some way? Why can we not use our combined creative talents to make a real contribution?

I’m not talking about rich publishers and developers giving away computers, consoles or old versions of games to put on a compilation disc; I’m talking about creating something new and exciting for which people would be willing to pay good money: An original game!

The industry has come in for a lot of bad publicity from certain politicians and sections of the media who want to paint the whole of game development as an instrument of the devil. Not only will this help us to re-dress the balance, it will show the world that the games industry cares about real-world issues.

Now, putting a game together – as we all know – is not as simple as gathering a few people in a studio for a day. Making a charity record is much simpler in comparison. If we wanted to create a decent game in time for next year’s event we would have to start now. Not only would we need to motivate a lot of people to contribute, we’d also need people to organise the whole event.

So, how could we even start to do something like this?

Perhaps publishers or developers could sponsor personnel? A producer here, a project manager there; others would sponsor programmers, designers, implementers or artists. A game engine and tools would need to be donated – one that would enable rapid development of the design. We’d need people who could oversee and coordinate the game on all possible platforms. We’d need testing houses to donate some time to bug-testing the game. We’d need musicians to donate soundtrack compositions. We’d need recording studio time and actors to donate their time to the project. Individuals could contribute by creating 3D models that others could animate. Still others could create concept sketches or donate code for cool gameplay routines. Marketing people could work together to help promote this in the biggest possible way.

We’d need publishers and platform holders to forget their differences and be willing to work together for a common good.

We could really make this work!


But what about the game?

My initial thoughts are that it could be developed in two ways – as a collection of five small games or as one big game.

Five small games would mean that there is more variety and so could appeal to a wider audience. For instance, there could be a five-a-side football game, a casual match-three game, a platform game, a skittles game and a word or number puzzle game. Or any list of games that we could come up with.

One single game could be something that’s a fun action-adventure in the style of Mario or Zelda with a bit of Day of the tentacle thrown in. It could be that the main character has to go around the game world collecting as much money for the cause as possible.

A third option, of course would be to combine the two and have a large game with optional small games that the player may have to unlock.

Ideally, we would get permission to use Pudsey Bear as the main character in the game, and would clearly need to work with the Children in Need organisers to ensure that we created a game that suited the branding.


So, what say you, fellow developers, industry professionals and gamers? Is this something we can do? Is this something we can launch from scratch and bring to completion within a year?

If this has piqued your interest and you think it would make a great addition to the Children in Need appeal, please pass on the link to this post, copy the post and send it to people who may be interested. Show it to your boss, your co-workers, your family and friends.

Thanks for taking the time to read this.

Best wishes,
Steve

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Thursday, November 01, 2007

Hear My Dulcet Tones...

Well, listen to my weird voice, anyway. :)

Although GC in Leipzig was two months ago, the guys over at Adventure-Treff have finally posted a video interview that they conducted with me. I've done a lot of e-mail and MSN messenger interviews and with that format I always have a chance to think about my answers, so I'm pretty pleased that in this video I didn't make too much of a fool of myself. Mind you, I had done about fifteen interviews already by the time these guys got to me.

It's very strange watching and listening to myself in this way. It feels like it's another person doing the interview as my voice sounds so different in my head.

Thanks to everyone at Adventure-Treff.

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Wednesday, October 31, 2007

Daily Crescendo

I'm in the middle of designing a game. Although it's hard to be objective about a work in progress, it's possibly the best design I've worked on. (Best being completely relative of course.) The design is much more non-linear than anything else I've worked on, which naturally throws up a lot of detail and complexity, which I'm having a ball with. However, one thing I've noticed is an unusual pattern to my working day.

Because of the complexity, I find that my mornings are very slow. I must spend most of the first hour just getting all the details into my head and working out where I am with the design. By lunch time I'm back in the swing of things and after a bit to eat I go for a walk while I run a few things over in my head. Then int he afternoon things really take off and my pace picks up to a point where the ideas are coming so thick and fast I have to keep flying back and forth in the main document to keep plonking them in where they need to appear. Which in turn leads to more details as I work through any knock-on effects of the new ideas. By the end of the afternoon I'm going so well that I fear my head will explode if I were to continue.

Creativity is always such a buzz and creating games is far more fun than playing them. :)

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Wednesday, June 27, 2007

WiiWare

Over at the Develop site there's recently been posted a report on Nintendo's WiiWare. This must be the coolest idea for a long time. Mr. Smoozles Goes Wii, anyone? :)

Now, if I could just find where I can get hold of the right tools...

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