Writing and Design

Steve Ince, freelance writer and game designer, posts thoughts and comments on these two meaningful aspects of his life.

My Photo
Name: Steve Ince

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.

Labels: ,

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...

Labels: , ,

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?

Labels: ,

Saturday, November 24, 2007

Witcher Competition Reminder

Just a short reminder that the competition closes next week (Friday 30th November) so if you haven't got your entries in yet, just go here and read the instructions of how to enter.

Thanks to all those who have sent in entries so far.

Labels:

Adventure Developers Online Conference at Adventure Europe

Over at the Adventure Europe site, they are once again hosting and online conference where they pull together a number of developers and publishers to answer questions during allocated slots over the three days it takes place. More details can be found here.

I'm actually going to be doing two sessions.
The first one will cover So Blonde and takes place on Thursday 29th November between 5pm and 7pm UK time.
The second one will be a general one for myself, my projects and Juniper Games and takes place on Friday 30th November between 7pm and 9pm UK time.

I hope that everyone can make it along and join in the fun.

Labels: , , ,

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

---

Labels: ,

Thursday, November 15, 2007

Super Mario Galaxy - gameplay

I've just watched this gameplay footage for the second time.

What a fabulous looking game!

What great fun!

This is going straight to the top of my most wanted list. Sod those story games if there is fun like this out there. :)

It's weird because I've never been particularly drawn to Mario games in the past, but I can't believe how cool and fun this game looks. Have I been missing out on something great all this time?

Labels: ,

Monday, November 12, 2007

The Witcher - competition!

The Witcher is a new game that I did some script editing work on earlier this year.

I have a spare copy of the game to give away to the lucky winner of this free-to-enter competition. I will sign the game for the winner, too.

Just answer the following two questions:

1. Who is the author of the stories on which The Witcher game is based?
2. What is the name of the company that developed The Witcher game (not the publisher)?

Send your answers in an e-mail addressed to info@incesight.co.uk with the subject, “The Witcher Competition”. Because the game is rated 18, contestants must be 18 or over in order to take part.

Competition closes on 30th November 2007. The winner will be drawn at random from the correct entries received by this deadline. The winner will then be contacted to request postal address details and the copy of the game will be posted promptly thereafter.


About The Witcher
The Witcher is an exciting and dark role playing game published by Atari and is rated 18. More details can be found at The Witcher website – www.thewitcher.com

Labels:

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.

Labels: , , , , ,